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* SuperiorSuccessor: Meant to supersede the ''Ice Ferret'', and generally accomplishes this. Though its foot speed is slower and it has slightly less armor than the ''Ice Ferret'', the ''Shadow Cat'''s weapons profile is ''massively'' improved and it is also jump-capable, lending it exceptional flexibility.

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* SuperiorSuccessor: Meant to supersede the ''Ice Ferret'', and generally accomplishes this. Though its foot speed is slower and it has slightly less armor than the ''Ice Ferret'', the ''Shadow Cat'''s weapons profile is ''massively'' improved and it is also jump-capable, lending it exceptional flexibility.
flexibility. The ''Shadow Cat'' itself has two successor designs, the II and III. The ''Shadow Cat II'' is a non-Omni design that bumped up the weight to 60 tons, while the ''Shadow Cat III'' was a [=OmniMech=] that drops the original ''Shadow Cat''[='=]s jump jets to free up some pod space and improve the design's armoring.

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!!Stormcrow[=/=]Ryōken

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_stormcrow.png]]
[[caption-width-right:350:[[TabletopGame/MagicTheGathering Stormcrow descending, batchalls unending. Stormcrow departing, BULLDOG is starting.]]]]

-->Production Year: 2930\\

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!!Stormcrow[=/=]Ryōken

!!Shadow Cat

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_stormcrow.png]]
[[caption-width-right:350:[[TabletopGame/MagicTheGathering Stormcrow descending, batchalls unending. Stormcrow departing, BULLDOG is starting.
org/pmwiki/pub/images/shadowcat.PNG]]
[[caption-width-right:350:[[Characters/MarvelComicsKittyPryde You take what you can get, 'cause it's here, and then... gone.
]]]]

-->Production Year: 2930\\3003\\



Mass: 50 tons

A widely-used Clan medium [=OmniMech=], the ''Stormcrow'' is a 55-ton design originally created by Clan Hell's Horses during the twilight of the Golden Century. Falling in the centre of 'mech weight distributions and armed with pods favouring tested-and-true Clan technology, the ''Stormcrow'' was nicknamed "Ryōken", or "hunting dog", by the Combine for its combination of speed and offensive firepower.

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Mass: 50 45 tons

A widely-used Clan medium [=OmniMech=], Designed to be a successor to the ''Stormcrow'' is ''Ice Ferret'' as a 55-ton design originally created by Clan Hell's Horses during fast and nimble heavy scout, the twilight of the Golden Century. Falling in the centre of 'mech weight distributions ''Shadow Cat'' uses a more reasonably sized engine and armed with pods favouring tested-and-true Clan technology, the ''Stormcrow'' was nicknamed "Ryōken", or "hunting dog", by the Combine for jump jets to do its job. This allows it to carry more weapons and equipment, and therefore become a common favorite among many Clans. An effective combination of speed speed, lethality, and offensive firepower.some degree of wicked-good-looks made it a popular 'Mech, and it was particularly iconic among Clans Nova Cat and Smoke Jaguar, as well as lesser participants such as Sea Fox/Diamond Shark and Steel Viper. It eventually went extinct on the Clan homeworlds due to matters of honor dressed up as an obsolescence program, but Sea Fox proved that they weren't about to throw away a perfectly good [=OmniMech=] over such trifles and began selling it in the Inner Sphere, preserving the design well past the Dark Age.


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* ArmCannon: The huge right-arm weapon pod is almost always some kind of large direct-fire weapon. Normally, this is a Gauss rifle, but some variants will stuff large lasers (or the occasional missile launcher) in there instead.
* BeamSpam: Several variants, such as the D, I, and M, equip multiple lasers as part of their equipment profile. The D has five lasers, the I has four, and the M also has four.
* {{BFG}}: The Gauss rifle constitutes the bulk of the standard ''Shadow Cat'''s firepower, and at 14 tons when fully loaded with ammo, it very nearly constitutes one-third of the 'Mech's gross weight.
* FragileSpeedster: Very zippy, with a 97 kph normal top speed and a MASC-assisted top speed over 120 kph, as well as six jump jets. However, it has only 7 tons of armor--while it uses the Clans' excellent Ferro-Fibrous compound, 7 tons does ''not'' last long at this weight class.
* GlassCannon: 7 tons of armor is barely adequate for a Clan medium 'Mech, but its potent weapons mixes guarantee that any enemy that faces it will ''not'' enjoy the encounter. Even in its most basic configuration, the ''Shadow Cat'' carries a Gauss rifle, with all the destructive potential that implies.
* JumpJetPack: After discovering that the ''Ice Ferret'' was getting outmaneuvered in broken terrain, the designers installed jump jets onto the ''Shadow Cat'' specifically to avoid getting outflanked and permit it to take advantage of high vantage points.
* LongRangeFighter: Most ''Shadow Cat''s want to fight at mid to long range (mixing weapons such as extended-range lasers, long-range-missiles, and Gauss rifles) and are fast enough to keep it that way.
* LimitBreak: Equipped with MASC for those instances where running 97 kph isn't enough. Wisely, the ''Shadow Cat'' fits jump jets into the legs so that, in case of some horrible MASC misfire, it has less of a chance to short out its legs and just shut down a jump jet instead.
* MacrossMissileMassacre: The B and C variants are respectable missile carriers, and the B in particular can casually throw a 30-missile volley downrange, as much as some 'Mechs half-again its size.
* MagneticWeapons: The Prime variant is infamous for its ability to tote a full-sized Gauss rifle around while jumping 180 meters or sprinting at 129 kph. The J variant goes a step further and carries a Hyper-Assaut Gauss rifle (sort of a Gauss shotgun) in one arm and ''six'' small anti-personnel Gauss rifles in the other arm.
* MoreDakka: The T configuration favors an Ultra AC-10 as its primary weapon, and can quickly and effortlessly saw off over a ton of armor in a single salvo.
* NationalWeapon: Developed by the Nova Cats, but gained more infamy with the Smoke Jaguars as it suited their high-speed, hyper-aggressive combat style.
* NonIndicativeName: Despite what the name might suggest, it does not employ any defensive stealth equipment such as an ECM pod or Stealth Armor.
* OvershadowedByAwesome: Though fast and effective as both a heavy scout and raider, the ''Shadow Cat'' keeps losing the spotlight to the equally fast but better armed and better armored ''Stormcrow''.
* ReportingName: {{Averted|Trope}} and unique in that despite being an invasion-era Clan unit, the ''Shadow Cat'' did not receive a reporting name. The reason why is because it killed ''every single Inner Sphere scout unit that tried to report one'', a testament to the design's lethal efficiency. Inner Sphere armies eventually learned the name from captured Clan prisoners and the simple but elegant ''Shadow Cat'' name stuck.
* SuperiorSuccessor: Meant to supersede the ''Ice Ferret'', and generally accomplishes this. Though its foot speed is slower and it has slightly less armor than the ''Ice Ferret'', the ''Shadow Cat'''s weapons profile is ''massively'' improved and it is also jump-capable, lending it exceptional flexibility.

!!Stormcrow[=/=]Ryōken

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_stormcrow.png]]
[[caption-width-right:350:[[TabletopGame/MagicTheGathering Stormcrow descending, batchalls unending. Stormcrow departing, BULLDOG is starting.]]]]

-->Production Year: 2930\\
Weight Class: Medium ([=OmniMech=])\\
Mass: 50 tons

A widely-used Clan medium [=OmniMech=], the ''Stormcrow'' is a 55-ton design originally created by Clan Hell's Horses during the twilight of the Golden Century. Falling in the centre of 'mech weight distributions and armed with pods favouring tested-and-true Clan technology, the ''Stormcrow'' was nicknamed "Ryōken", or "hunting dog", by the Combine for its combination of speed and offensive firepower.
----

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Weapon Of Choice is now a disambig and examples that can't be moved are being cut.


* WeaponOfChoice: It was as close to a NationalWeapon as the Jade Falcons had, but it also had numerous well-known pilots who preferred it, including Aidan Pryde and his sibkin Khan Marthe Pryde.



* WeaponOfChoice: Most Clanners who could get one as their ride wouldn't use anything else, but after the testing on Outreach, The Wolf's Dragoons gifted one each to Hohiro Kurita and Victor Steiner-Davion, who each used a custom configuration. Natasha Kerensky favored one as her ride after rejoining the Clans.

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* WeaponOfChoice: Most Clanners who could get one as their ride wouldn't use anything else, but after the testing on Outreach, The Wolf's Dragoons gifted one each to Hohiro Kurita and Victor Steiner-Davion, who each used a custom configuration. Natasha Kerensky favored one as her ride after rejoining the Clans.

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* TheDreaded: In universe, this mech and the ''Dashi'' (''Dire Wolf'') was one of the mechs that had the Inner Sphere in a panic.
** The origional Technical Readout 3050 {{Sourcebook}} had this BlackComedy joke by Inner Sphere mechwarriors about the Gladiator:

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* TheDreaded: In universe, this mech and the ''Dashi'' ''Daishi'' (''Dire Wolf'') was one were two of the mechs that had the Inner Sphere in a panic.
**
panic. The origional original Technical Readout 3050 {{Sourcebook}} had this BlackComedy joke by Inner Sphere mechwarriors about the Gladiator:''Gladiator'':

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* AbnormalLimbRotationRange: Its strange backwards elbows were designed to accommodate removable troop transport compartments to be attached under the arms.

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* AbnormalLimbRotationRange: Its strange backwards elbows were designed to accommodate removable troop transport compartments to be attached under the arms. The compartments never came into production, but the arms stayed where they were.



* ArmoredCoffins: Its fast but has very poor armor, and most of its weapons are short ranged that Mechwarrior's need to get real close to their target to have a chance of hitting them. With the high risk of getting retaliation strikes in return.

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* ArmoredCoffins: Its The ''Fire Moth'' is fast but has very poor armor, and most of its weapons are short ranged that Mechwarrior's need to get real close to their target to have a chance of hitting them. With normal configurations focus on short-ranged weapons, leaving the Mech at high risk of getting retaliation strikes in return.taking retaliatory fire. With infantry support being looked down upon by Clan warriors and the design's poor armor, it's often assigned to non-bloodnamed warriors who aren't old enough for ''solahma'' units yet.



* MacrossMissileMassacre: In the Prime congfiguration, mounts an SRM-4 and SRM-6.

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* MacrossMissileMassacre: In the Prime congfiguration, configuration, mounts an SRM-4 and SRM-6.
* ReportingName: Inner Sphere pilots called it the ''Dasher'' because of its unrelenting speed.
* SketchySuccessor: The ''Dasher II'', based off the design's Inner Sphere reporting name, is a non-Omni design that is twice the weight but boasts similar speed. However, that requires a gargantuan 400 XL engine that takes up two-thirds of the Mech's weight, and with accordingly paltry weapons loadouts it manages to be even more lightly armored than the original ''Fire Moth''.
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* ArmoredCoffins: Its fast but has very poor armor, and most of its weapons are short ranged that Mechwarrior's need to get real close to their target to have a chance of hitting them. With the high risk of getting retaliation strikes in return.
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* TheDreaded: In universe, this mech and the ''Dashi'' (''Dire Wolf'') was one of the mechs that had the Inner Sphere in a panic.
** The origional Technical Readout 3050 {{Sourcebook}} had this BlackComedy joke by Inner Sphere mechwarriors about the Gladiator:
--->"''What weights 95 tons, can run almost 100 kilometers per hour, can jump 120 meters, and carries a [[{{BFG}} Gauss cannon]]?''”
--->"''I don't know but [[{{ScrewThisImOuttaHere}} I'm getting out of here]].''”
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* InventionalWisdom: In its Prime configuration the ''Gargoyle'' is fitted with 16 Double Heat Sinks to let it remove 32 heat a turn. Certainly enough to keep most mechs nice and cool in a protracted battle, but for the ''Gargoyle'', that's over 3 times as much heat as the Mech can possibly generate in one turn, which is 10.[[note]]8 from weapons, 2 from running.[[/note]] All of these Heat Sinks contribute to the Prime's ongoing issue of limited pod space for weapons and they're all mounted in the engine, so they aren't being used to crit pad more critical systems like the ammo bins. The Heat Sinks become much more worthwhile when employed in one of the Mechs numerous energy-heavy alternate configurations, but the Prime requires a fair bit of tinkering to get it up to par.
* LightningBruiser: Carries a respectable ammount of firepower and armour while lugging around its 80 tons at a more than decent 86.4 KPH.

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* InventionalWisdom: In its Prime configuration the ''Gargoyle'' is fitted with 16 Double Heat Sinks to let it remove 32 heat a turn. Certainly enough to keep most mechs nice and cool in a protracted battle, but for the ''Gargoyle'', that's over nearly 3 times as much heat as the Mech can possibly generate in one turn, which is 10.[[note]]8 12.[[note]]10 from weapons, 2 from running.[[/note]] All of these Heat Sinks contribute to the Prime's ongoing issue of limited pod space for weapons and they're all mounted in the engine, so they aren't being used to crit pad more critical systems like the ammo bins. The Heat Sinks become much more worthwhile truly come into their own when employed in one of the Mechs numerous energy-heavy alternate configurations, but the Prime ''Gargoyle Prime'' requires a fair bit of tinkering to get it up to par.
* LightningBruiser: Carries a respectable ammount amount of firepower and armour while lugging around its 80 tons at a more than decent 86.4 KPH.



* SituationalSword: Official literature describes it as being considered quite formidable when fighting according to zellbrigen rules of engagement, thanks to its high speed and thick armor letting it outmaneuver just about anything it can't outshoot while not having to worry about other opponents. A ''Gargoyle'' is certainly not an easy target under unrestricted warfare conditions, but it can quickly find itself outflanked in turn if the Mechwarrior isn't attentive.

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* SituationalSword: Official literature describes it as being considered quite a formidable duelist Mech or when fighting according to zellbrigen rules of engagement, thanks engaging under Clan ''zellbrigen''. Thanks to its high speed and thick armor letting armor, it can easily outmaneuver just about anything it can't outshoot while not having to worry about other opponents.protecting its own rear quarter. A ''Gargoyle'' is certainly not an easy target under unrestricted warfare conditions, but it can quickly find itself outflanked in turn if the Mechwarrior isn't attentive.
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* MacrossMissileMassacre: The A variant is armed with two LRM 20's giving it the fire power to rival heavy mechs that usually carry that load out.
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* ChestBlaster: The main variant favors a reliable and accurate large pulse laser. Another variant upgrades it all the way to a Clan ER PPC, which provides devastating head-hunting power.

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* ChestBlaster: The main variant favors a reliable and accurate large pulse laser.laser in its center torso. Another variant upgrades it all the way to a Clan ER PPC, which provides devastating head-hunting power.



* HeWhoMustNotBeSeen: The original art bears a none-too-subtle resemblance to a Zaku, including the mono-optic sensor, external tubing, and the 'sneaker' style feet. Even the pose is identical to the Zaku's reference art. As such it was a 'soft' Unseen unit for a while (never explicitly banned by lawsuit but not something the publishers wanted to risk) until it was redrawn to look a bit less Gundam-esque.
* HunterOfHisOwnKind: Specifically identified as an excellent light 'Mech killer (even among the Clans, meaning that this thing is expected to take on ''Adder''s and ''win''), and certainly more than a match for any Inner Sphere light 'Mech up through 3050.
* JackOfAllStats: It's modest in all areas: reasonably nimble, acceptably armored, sufficiently armed, and pleasantly inexpensive to build or repair. This well-rounded nature is why it has remained in service for more than two centuries.

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* HeWhoMustNotBeSeen: The original art bears a none-too-subtle resemblance to a Zaku, including the mono-optic sensor, external tubing, and the 'sneaker' style feet. Even the pose is identical to the Zaku's reference art. As such it was a 'soft' Unseen unit for a while (never explicitly banned by lawsuit but not something the publishers wanted to risk) until it was redrawn to look a bit less Gundam-esque.
Zaku-esque. Ironically, the redrawn art ended up looking similar to the [[MechaMook Death Army]] unit from ''Anime/MobileFighterGGundam''.
* HunterOfHisOwnKind: Specifically identified as an excellent light 'Mech killer (even even among the Clans, meaning Clans (meaning that this thing is was expected to take on ''Adder''s and ''win''), and certainly more than a match for any Inner Sphere light 'Mech up through 3050.
* JackOfAllStats: It's modest in all areas: reasonably nimble, acceptably armored, sufficiently armed, and pleasantly inexpensive to build or repair. It is adequate as a scout 'Mech, a light combat 'Mech, a security 'Mech, a counter-insurgency 'Mech, a light command 'Mech, and even a civilian support 'Mech. This well-rounded nature is why it has remained in service for more than two centuries.



* MadeOfIndestructium: If you want to stop a ''Horned Owl'', you had best be prepared to put in the work. It is one of a small number of Clan light 'Mechs without an extralight engine, and it has leg mounted jump jets. It also carries its primary weapon, an energy weapon that doesn't need ammo, deep in a center-torso mount. As a result, it is one of the tiniest 'zombies' in the setting--it can lose both arms, both side torsos, and a leg and still fight with about 40% efficiency.

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* MadeOfIndestructium: If you want to stop a ''Horned Owl'', you had best be prepared to put in the work. It is one of a small number of Clan light 'Mechs without an extralight engine, and it has leg mounted jump jets. It also carries its primary weapon, an energy weapon that doesn't need ammo, deep in a center-torso mount. As a result, it is one of the tiniest 'zombies' in the setting--it can lose both arms, both side torsos, and a leg and still fight with about 40% 30% efficiency.



* NonIndicativeName: Despite being named for a bird and having jump jets, it was actually an ''underwater'' specialist first, and continues to be usable in that role with a simple swap of jump jets for waterjet mobility pods.

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* NonIndicativeName: Despite being named for a bird and having jump jets, it was actually an ''underwater'' specialist first, and continues to be usable in that role with a simple swap of jump jets for waterjet mobility pods. It's almost an IronicName because owls lack waterproof feathers, and horned owls in particuar are next-to-useless when wet.

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* InventionalWisdom: In its Prime configuration the ''Gargoyle'' is fitted with 16 Double Heat Sinks to let it remove 32 heat a turn. Certainly enough to keep most mechs nice and cool in a protracted battle, but for the ''Gargoyle'', that's over 3 times as much heat as the Mech can possibly generate in one turn, which is 10.[[note]]8 from weapons, 2 from running.[[/note]] All of these Heat Sinks contribute to the Prime's ongoing issue of limited pod space for weapons and they're all mounted in the engine, so they aren't being used to crit pad more critical systems like the ammo bins. With it's laser and PPC heavy alternate configurations those Heat Sinks prove their worth, but the Prime requires a fair bit of tinkering to get it up to par.

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* InTheBack: Its primary means of dealing with heavily armored opponents, who are almost universally too slow to prevent the ''Gargoyle'' from outmaneuvering them, leaving it free to tear through their flimsy rear armor.
* InventionalWisdom: In its Prime configuration the ''Gargoyle'' is fitted with 16 Double Heat Sinks to let it remove 32 heat a turn. Certainly enough to keep most mechs nice and cool in a protracted battle, but for the ''Gargoyle'', that's over 3 times as much heat as the Mech can possibly generate in one turn, which is 10.[[note]]8 from weapons, 2 from running.[[/note]] All of these Heat Sinks contribute to the Prime's ongoing issue of limited pod space for weapons and they're all mounted in the engine, so they aren't being used to crit pad more critical systems like the ammo bins. With it's laser and PPC heavy alternate configurations those The Heat Sinks prove their worth, become much more worthwhile when employed in one of the Mechs numerous energy-heavy alternate configurations, but the Prime requires a fair bit of tinkering to get it up to par.


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* SituationalSword: Official literature describes it as being considered quite formidable when fighting according to zellbrigen rules of engagement, thanks to its high speed and thick armor letting it outmaneuver just about anything it can't outshoot while not having to worry about other opponents. A ''Gargoyle'' is certainly not an easy target under unrestricted warfare conditions, but it can quickly find itself outflanked in turn if the Mechwarrior isn't attentive.
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* InventionalWisdom: In its Prime configuration the ''Gargoyle'' is fitted with 16 Double Heat Sinks to let it remove 32 heat a turn. Certainly enough to keep most mechs nice and cool in a protracted battle, but for the ''Gargoyle'', that's over 3 times as much heat as the Mech can possibly generate in one turn, which is 10.[[note]]8 from weapons, 2 from running.[[/note]] All of these Heat Sinks contribute to the Prime's ongoing issue of limited pod space for weapons and they're all mounted in the engine, so they aren't being used to crit pad more critical systems like the ammo bins. With it's laser and PPC heavy alternate configurations those Heat Sinks prove their worth, but the Prime requires a fair bit of tinkering to get it up to par.
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* NoExportForYou: [[strike:InUniverse]] It was practically exclusive to Clan Smoke Jaguar, mostly because it was rarely used (and therefore rarely available for salvage); no-one else wanted the bother of having to produce more of it. After the Smoke Jaguar annihilation, Hell's Horses picked up the pieces and kept production going, but the same problems kept the 'mech rare. A persistent (unverifiable) rumour claims Jamie Wolf managed to smuggle a single ''Stone Rhino'' into the Wolf's Dragoons and that it was destroyed during the Battle of Misery, though if true the Combine never managed to identify or salvage it (more likely it was a ''Marauder'' II, a 'mech of similar tonnage and capabilities).

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* NoExportForYou: [[strike:InUniverse]] It was practically exclusive to Clan Smoke Jaguar, mostly because it was rarely used (and therefore rarely available for salvage); no-one else wanted the bother of having to produce more of it. After the Smoke Jaguar annihilation, Hell's Horses picked up the pieces and kept production going, but the same problems kept the 'mech rare. A persistent (unverifiable) rumour claims Jamie Wolf managed to smuggle a single ''Stone Rhino'' into the Wolf's Dragoons and that it was destroyed during the Battle of Misery, though if true the Combine never managed to identify or salvage it (more likely it was a ''Marauder'' II, IIC, a 'mech of similar tonnage and capabilities).
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* CloseRangeFighter: The mix of pulse lasers on the default ''Horned Owl'' favors getting in close to put their accuracy to work.

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* CloseRangeFighter: CloseRangeCombatant: The mix of pulse lasers on the default ''Horned Owl'' favors getting in close to put their accuracy to work.



* TheWorkhorse: With two centuries of serving and counting, the ''Horned Owl'' is a common sight in Clan second-line or garrison units because it is so easy to build, maintain, and repair.

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* TheWorkhorse: With two centuries of serving service and counting, the ''Horned Owl'' is a common sight in Clan second-line or garrison units because it is so easy to build, maintain, and repair.

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!!Kit Fox[=/=]Uller

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_ullr.png]]
[[caption-width-right:350:''[[Literature/PoeticEdda Uller he is called; Sif's son and Thor's stepson. A bowman so good, and ski-farer also, that none can keep up with him. He is also good to call upon in duels.]]'']]

-->Production Year: 2890\\
Weight Class: Light ([=OmniMech=])\\
Mass: 30 tons

A long-ranged light support 'mech, the ''Kit Fox'' was designed by Clan Cloud Cobra in the Golden Century and spread to the Jade Falcons and Snow Ravens, becoming especially beloved by the Falcons as a frontline support 'mech. Intended as slow but decently armoured and armed for a light 'mech, to contrast the ''Fire Moth'', the ''Kit Fox'' possesses a strong long-ranged combo of lasers and long-ranged autocannons while remaining fairly agile on the ground. For these tendencies the 'mech was given the reporting name of "Uller", after the Norse god of archery and winter, by the Lyrans when they first encountered it in battle.

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!!Kit Fox[=/=]Uller

!!Horned Owl[=/=]Peregrine

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_ullr.png]]
[[caption-width-right:350:''[[Literature/PoeticEdda Uller he
org/pmwiki/pub/images/hornedowl_3.PNG]]
[[caption-width-right:350:[[Anime/MobileSuitGundam This
is called; Sif's son and Thor's stepson. A bowman so good, and ski-farer also, that none can keep up with him. He is also good no Zaku, my boy, no Zaku!]]]]
[[caption-width-right:350:[[labelnote:Click here
to call upon in duels.]]'']]

see the Unseen version]] https://static.tvtropes.org/pmwiki/pub/images/unseenowl_77.PNG]][[/labelnote]]

-->Production Year: 2890\\
2835\\
Weight Class: Light ([=OmniMech=])\\
Light\\
Mass: 30 35 tons

A long-ranged product of Clan Goliath Scorpion engineering, the ''Horned Owl'' started life as an underwater construction 'Mech. However, it turned out to be such a sturdy and reliable little machine that the Clan decided to rebuild it as a [=BattleMech=] instead. It ended up being quite good in that role, and a combination of resilient construction, low operating requirements, and ease of modification made it into a popular and common 'Mech for centuries. It is particularly favored by light support 'mech, the ''Kit Fox'' was designed by Clan Cloud Cobra in the Golden Century 'Mech duelists thanks to its numerous desirable handling characteristics, and spread to the Jade Falcons and Snow Ravens, becoming especially beloved by the Falcons as a frontline support 'mech. Intended as slow but decently armoured and armed for a light 'mech, to contrast the ''Fire Moth'', the ''Kit Fox'' possesses a strong long-ranged combo of lasers and long-ranged autocannons while remaining fairly agile on the ground. For these tendencies the 'mech was given the reporting name of "Uller", even after the Norse god advent of archery the [=OmniMech=], ''Horned Owl''s are still found all over Clan space, having outlived many peers and winter, by the Lyrans when they first encountered it in battle.even a few successors.


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* ArmCannon: Arm weapons (usually lasers or machine guns) are mounted in blister pods, but can hide their gunbarrels by means of sliding shutters (normally meant to keep water out) to look less threatening in civilian zones.
* BeamSpam: Primarily carries energy weapons and is able to employ them at length (though some less-common variants install missile launchers or machine guns instead).
* BoringButPractical: The ''Horned Owl'' has no particularly standout features other than its origin as a repurposed [=IndustrialMech=], but it is such an effective design that it has remained in service long after other 'Mechs were retired, including some [=OmniMechs=].
* ChestBlaster: The main variant favors a reliable and accurate large pulse laser. Another variant upgrades it all the way to a Clan ER PPC, which provides devastating head-hunting power.
* CloseRangeFighter: The mix of pulse lasers on the default ''Horned Owl'' favors getting in close to put their accuracy to work.
* CyberCyclops: The cockpit on the original art is unusually monocular, and this persists even through the redrawn art.
* HeWhoMustNotBeSeen: The original art bears a none-too-subtle resemblance to a Zaku, including the mono-optic sensor, external tubing, and the 'sneaker' style feet. Even the pose is identical to the Zaku's reference art. As such it was a 'soft' Unseen unit for a while (never explicitly banned by lawsuit but not something the publishers wanted to risk) until it was redrawn to look a bit less Gundam-esque.
* HunterOfHisOwnKind: Specifically identified as an excellent light 'Mech killer (even among the Clans, meaning that this thing is expected to take on ''Adder''s and ''win''), and certainly more than a match for any Inner Sphere light 'Mech up through 3050.
* JackOfAllStats: It's modest in all areas: reasonably nimble, acceptably armored, sufficiently armed, and pleasantly inexpensive to build or repair. This well-rounded nature is why it has remained in service for more than two centuries.
* JumpJetPack: Has jump jets strapped to its legs and back, making it much more agile than its middling ground speed implies.
* MadeOfIndestructium: If you want to stop a ''Horned Owl'', you had best be prepared to put in the work. It is one of a small number of Clan light 'Mechs without an extralight engine, and it has leg mounted jump jets. It also carries its primary weapon, an energy weapon that doesn't need ammo, deep in a center-torso mount. As a result, it is one of the tiniest 'zombies' in the setting--it can lose both arms, both side torsos, and a leg and still fight with about 40% efficiency.
* MundaneUtility: Because of its origins as an underwater construction unit, it still has rounded armor, articulated hands, and energy weapons (which work underwater). This means that in a pinch it can go right back to aquatic duties with no hesitation, and so it serves extra duty as a 'lifeguard' unit in case of naval emergencies.
* NonIndicativeName: Despite being named for a bird and having jump jets, it was actually an ''underwater'' specialist first, and continues to be usable in that role with a simple swap of jump jets for waterjet mobility pods.
* StrongerThanTheyLook: The ''Horned Owl'' is physically quite short and stocky, with a rounded, slightly chubby appearance that usually fails to intimidate. Those who don't know better could easily mistake it for the construction unit it once was and still greatly resembles, especially if 'shuttered' for civilian duty. Those people rarely make the same mistake twice once the arm pods open up to reveal lethal Clan tech laser weapons.
* TheWorkhorse: With two centuries of serving and counting, the ''Horned Owl'' is a common sight in Clan second-line or garrison units because it is so easy to build, maintain, and repair.

!!Kit Fox[=/=]Uller

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_ullr.png]]
[[caption-width-right:350:''[[Literature/PoeticEdda Uller he is called; Sif's son and Thor's stepson. A bowman so good, and ski-farer also, that none can keep up with him. He is also good to call upon in duels.]]'']]

-->Production Year: 2890\\
Weight Class: Light ([=OmniMech=])\\
Mass: 30 tons

A long-ranged light support 'mech, the ''Kit Fox'' was designed by Clan Cloud Cobra in the Golden Century and spread to the Jade Falcons and Snow Ravens, becoming especially beloved by the Falcons as a frontline support 'mech. Intended as slow but decently armoured and armed for a light 'mech, to contrast the ''Fire Moth'', the ''Kit Fox'' possesses a strong long-ranged combo of lasers and long-ranged autocannons while remaining fairly agile on the ground. For these tendencies the 'mech was given the reporting name of "Uller", after the Norse god of archery and winter, by the Lyrans when they first encountered it in battle.
----

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During the Golden Century, in an attempt to prove there was nothing the Inner Sphere could do that the Clans couldn't do better, Clan Smoke Jaguar's scientists decided to unearth one of the Inner Sphere's biggest failures in 'mech design and turn it into an actually functional battlemech using [=ClanTech=]: "Amaris' folly", or the ''Matar''. They suceeded, shaving ten tonnes off the failed prototype and producing a heavy but very capable assault 'mech. The newly christened ''Stone Rhino'' was quickly unleashed on rival Clans, and even brought along to the Inner Sphere during the Clan Invasion.

Built on the chassis of the ''Matar'', the ''Stone Rhino'' has almost all the capabilities of the original (and some replacements for the ones lost), carrying a pair of Gauss Rifles and a pair of Large Pulse Lasers to destroy lesser enemies at range and featuring near-maximum endurance for a battlemech. For all that, its cost and enormous size profile kept it from being little more than a curiosity, and the continued advancement of [=ClanTech=] soon left the ''Stone Rhino'' behind.

to:

During the Golden Century, in an attempt to prove there was nothing the Inner Sphere could do that the Clans couldn't do better, Clan Smoke Jaguar's scientists decided to unearth one of the Inner Sphere's biggest failures in 'mech design and turn it into an actually functional battlemech using [=ClanTech=]: battlemech: "Amaris' folly", or the ''Matar''. They suceeded, succeeded, shaving ten tonnes off from the failed prototype and producing a heavy but very capable assault 'mech. The newly christened ''Stone Rhino'' was quickly unleashed on rival Clans, and even brought along to the Inner Sphere during the Clan Invasion.

Built on the chassis of the ''Matar'', the
''Stone Rhino'' has almost all the capabilities of the original (and some replacements for the ones lost), original, carrying a pair pairs of Gauss Rifles and a pair of Large Pulse Lasers to destroy lesser enemies at range and featuring near-maximum endurance for a battlemech. For all that, its cost and enormous size profile kept it from being little more than a curiosity, and the continued advancement of [=ClanTech=] soon left the ''Stone Rhino'' behind.battlemech.



* FeelingTheirAge: By the time of the Clan Invasion the ''Stone Rhino'' was 200 years out of date and still used standard hardpoints, engines and armour, components the Clans had taken out of their frontline 'mechs a long time ago. While still scary, it was only scary by Inner Sphere standards, with modern Clan [=OmniMechs=] outperforming it in practically every category.

to:

* FeelingTheirAge: By the time of the Clan Invasion the ''Stone Rhino'' was 200 years out of date and still used standard hardpoints, engines and armour, components the Clans had taken out of their frontline 'mechs a long time ago. While still scary, it was only scary by Inner Sphere standards, with modern Clan [=OmniMechs=] like the ''Dire Wolf'' and ''Warhawk'' outperforming it in practically every category.

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During the Golden Century, in an attempt to prove there was nothing the Inner Sphere could do that the Clans couldn't do better, Clan Smoke Jaguar's mechtechs decided to unearth one of the Inner Sphere's biggest failures and turn it into an actually functional battlemech using [=ClanTech=]: "Amaris' folly", or the ''Matar''. They suceeded, shaving ten tonnes off the failed prototype and producing a heavy but very capable assault 'mech. The newly christened ''Stone Rhino'' was quickly unleashed on rival Clans, and even brought along to the Inner Sphere during the Clan Invasion.

to:

During the Golden Century, in an attempt to prove there was nothing the Inner Sphere could do that the Clans couldn't do better, Clan Smoke Jaguar's mechtechs scientists decided to unearth one of the Inner Sphere's biggest failures in 'mech design and turn it into an actually functional battlemech using [=ClanTech=]: "Amaris' folly", or the ''Matar''. They suceeded, shaving ten tonnes off the failed prototype and producing a heavy but very capable assault 'mech. The newly christened ''Stone Rhino'' was quickly unleashed on rival Clans, and even brought along to the Inner Sphere during the Clan Invasion.


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* JumpJetPack: Has three of them, which were not an original part of the ''Matar'' and was added by Clan Smoke Jaguar. Few people would expect a 100-ton sniper 'mech to even need to be jump capable, much less actually be so, but the ''Stone Rhino'' has them anyway.


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* PowerFist: Unusually for a Clan 'mech, the ''Stone Rhino'''s arms are reinforced and carry casings that allow it to punch opponents in melee without harming the Gauss Rifles. This was likely a carryover from the original ''Matar''.

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In an attempt to prove there was nothing the Inner Sphere could do that the Clans couldn't do better, Clan Smoke Jaguar's mechtechs decided, during the Golden Century, to unearth one of the Inner Sphere's biggest failures: "Amaris' folly", the ''Matar'', and turn it into an actually functional battlemech using [=ClanTech=]. They suceeded, shaving ten tonnes of the final product and turning loose the newly christened ''Stone Rhino'' on rival Clans and Inner Sphere alike during the Clan Invasion. Built on the chassis of the ''Matar'', the ''Stone Rhino'' has almost all the capabilities of the original (and some replacements for the ones lost), but was still considered more of a curiosity than an actual war-machine.

to:

In During the Golden Century, in an attempt to prove there was nothing the Inner Sphere could do that the Clans couldn't do better, Clan Smoke Jaguar's mechtechs decided, during the Golden Century, decided to unearth one of the Inner Sphere's biggest failures: "Amaris' folly", the ''Matar'', failures and turn it into an actually functional battlemech using [=ClanTech=]. [=ClanTech=]: "Amaris' folly", or the ''Matar''. They suceeded, shaving ten tonnes of off the final product failed prototype and turning loose the producing a heavy but very capable assault 'mech. The newly christened ''Stone Rhino'' was quickly unleashed on rival Clans Clans, and even brought along to the Inner Sphere alike during the Clan Invasion. Invasion.

Built on the chassis of the ''Matar'', the ''Stone Rhino'' has almost all the capabilities of the original (and some replacements for the ones lost), but was still considered carrying a pair of Gauss Rifles and a pair of Large Pulse Lasers to destroy lesser enemies at range and featuring near-maximum endurance for a battlemech. For all that, its cost and enormous size profile kept it from being little more of a curiosity than an actual war-machine.a curiosity, and the continued advancement of [=ClanTech=] soon left the ''Stone Rhino'' behind.



* AwesomeButImpractical: It's a functional ''Matar'', only faster, jump-capable and less liable to overcook itself with too much heat, but it's still a 100-tonne priority target, slow as a ''Dire Wolf'', and much less scary in almost every single way.

to:

* AwesomeButImpractical: It's a functional ''Matar'', only faster, jump-capable and less liable to overcook itself with too much heat, itself, but it's still a 100-tonne priority target, slow as a ''Dire Wolf'', and much less scary in almost every single way.



* NoExportForYou: [[strike:InUniverse]] It was practically exclusive to Clan Smoke Jaguar, mostly because it was rarely used (and therefore rarely available for salvage) no-one else wanted the bother of having to produce more of it. After the Smoke Jaguar annihilation, other Clans turned out to be desperate enough to try. A persistent (unverifiable) rumour claims Jamie Wolf managed to smuggle one of them into the Wolf's Dragoons and that it was destroyed during the Battle of Misery, though if true the Combine never managed to identify or salvage it (more likely it was a ''Marauder'' II, a 'mech of similar tonnage and capabilities).

to:

* NoExportForYou: [[strike:InUniverse]] It was practically exclusive to Clan Smoke Jaguar, mostly because it was rarely used (and therefore rarely available for salvage) salvage); no-one else wanted the bother of having to produce more of it. After the Smoke Jaguar annihilation, other Clans turned out to be desperate enough to try. Hell's Horses picked up the pieces and kept production going, but the same problems kept the 'mech rare. A persistent (unverifiable) rumour claims Jamie Wolf managed to smuggle one of them a single ''Stone Rhino'' into the Wolf's Dragoons and that it was destroyed during the Battle of Misery, though if true the Combine never managed to identify or salvage it (more likely it was a ''Marauder'' II, a 'mech of similar tonnage and capabilities).



* TooAwesomeToUse: Most Clans considered the ''Stone Rhino'' this, and avoided put it in frontline combat because they represented an extremely valuable bid of forces that would be irreplaceable if damaged.

to:

* TooAwesomeToUse: Most Clans considered the ''Stone Rhino'' this, and avoided put putting it in frontline combat because they combat: A single ''Stone Rhino'' represented an extremely resource-intensive and valuable bid of forces that bid, and would be irreplaceable near-irreplaceable if damaged.
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!!Stone Rhino[=/=]Behemoth

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_stonerhino.png]]
[[caption-width-right:350:From Amaris' Folly, to Smoke Jaguars' vanity project.]]

-->Production Year: 2847\\
Weight Class: Assault\\
Mass: 100 tons

In an attempt to prove there was nothing the Inner Sphere could do that the Clans couldn't do better, Clan Smoke Jaguar's mechtechs decided, during the Golden Century, to unearth one of the Inner Sphere's biggest failures: "Amaris' folly", the ''Matar'', and turn it into an actually functional battlemech using [=ClanTech=]. They suceeded, shaving ten tonnes of the final product and turning loose the newly christened ''Stone Rhino'' on rival Clans and Inner Sphere alike during the Clan Invasion. Built on the chassis of the ''Matar'', the ''Stone Rhino'' has almost all the capabilities of the original (and some replacements for the ones lost), but was still considered more of a curiosity than an actual war-machine.
----
* AwesomeButImpractical: It's a functional ''Matar'', only faster, jump-capable and less liable to overcook itself with too much heat, but it's still a 100-tonne priority target, slow as a ''Dire Wolf'', and much less scary in almost every single way.
* HeWhoMustNotBeSeen: Part of the second generation unseen, the ''Stone Rhino'' was a bit too close to a ''Anime/SuperDimensionFortressMacross'' design for comfort (the HWR-00 Destroid Monster Mk. II) and wasn't given a new design until the ''[=ilClan=]'' era.
* FeelingTheirAge: By the time of the Clan Invasion the ''Stone Rhino'' was 200 years out of date and still used standard hardpoints, engines and armour, components the Clans had taken out of their frontline 'mechs a long time ago. While still scary, it was only scary by Inner Sphere standards, with modern Clan [=OmniMechs=] outperforming it in practically every category.
* NoExportForYou: [[strike:InUniverse]] It was practically exclusive to Clan Smoke Jaguar, mostly because it was rarely used (and therefore rarely available for salvage) no-one else wanted the bother of having to produce more of it. After the Smoke Jaguar annihilation, other Clans turned out to be desperate enough to try. A persistent (unverifiable) rumour claims Jamie Wolf managed to smuggle one of them into the Wolf's Dragoons and that it was destroyed during the Battle of Misery, though if true the Combine never managed to identify or salvage it (more likely it was a ''Marauder'' II, a 'mech of similar tonnage and capabilities).
* SuperiorSuccessor: It was one to the ''Matar'', in that it was an actually functional battlemech. After the fall of Clan Smoke Jaguar, Clans Hell's Horses and Goliath Scorpion took up the ''Stone Rhino'' torch and produced not one, not two, but ''eight'' later models that attempted to bring the 'mech into relevance in the [=31st=] and [=32nd=] centuries. Clan Wolf, meanwhile, took the concept back to the drawing board entire and came back with the ''Crucible'' assault mech, which they used for garrison duties and to protect supply lines.
* TooAwesomeToUse: Most Clans considered the ''Stone Rhino'' this, and avoided put it in frontline combat because they represented an extremely valuable bid of forces that would be irreplaceable if damaged.

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!!Mist Lynx[=/=]Koshi

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_koshi.png]]
[[caption-width-right:350:Just don't bring up the reporting name [[BilingualBonus in French-speaking sections of the [=FedSuns=].]]]]

-->Production Year: 2926\\

to:

!!Mist Lynx[=/=]Koshi

!!Kit Fox[=/=]Uller

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_koshi.png]]
[[caption-width-right:350:Just don't bring
org/pmwiki/pub/images/battletech_ullr.png]]
[[caption-width-right:350:''[[Literature/PoeticEdda Uller he is called; Sif's son and Thor's stepson. A bowman so good, and ski-farer also, that none can keep
up the reporting name [[BilingualBonus with him. He is also good to call upon in French-speaking sections of the [=FedSuns=].]]]]

duels.]]'']]

-->Production Year: 2926\\2890\\



Mass: 20 tons

A light second-generation [=OmniMech=] designed as a workhorse scout, the ''Mist Lynx'' is a focused intelligence-gathering platform with high mobility and light weaponry (for a Clan 'mech) that was used by all Invader Clans during the Clan Invasion. As a first-line 'mech of the Clan war-machine, which would inevitably herald the arrival of a full assault, the Draconis Combine nicknamed the 'mech "Koshi", or "small death".

to:

Mass: 20 30 tons

A long-ranged light second-generation [=OmniMech=] support 'mech, the ''Kit Fox'' was designed by Clan Cloud Cobra in the Golden Century and spread to the Jade Falcons and Snow Ravens, becoming especially beloved by the Falcons as a workhorse scout, the ''Mist Lynx'' is a focused intelligence-gathering platform with high mobility frontline support 'mech. Intended as slow but decently armoured and armed for a light weaponry (for a Clan 'mech) that was used by all Invader Clans during 'mech, to contrast the Clan Invasion. As a first-line 'mech of ''Fire Moth'', the Clan war-machine, which would inevitably herald ''Kit Fox'' possesses a strong long-ranged combo of lasers and long-ranged autocannons while remaining fairly agile on the arrival of a full assault, the Draconis Combine nicknamed ground. For these tendencies the 'mech "Koshi", or "small death".was given the reporting name of "Uller", after the Norse god of archery and winter, by the Lyrans when they first encountered it in battle.



* {{BFG}}: The alternate configuration A mounts a Gauss Rifle, putting one of the biggest and heaviest ballistic weapons on one of the lightest chassis that could possibly mount it. The Inner Sphere would use the ''Uller'' as an inspiration for the ''Hollander''.
* GlassCannon: A considerable amount of its weight is given over to ranged weaponry, making the ''Uller'' very damaging to fight but very vulnerable to long-ranged counter-fire. The ''Uller'' B is the crown example with an AlphaStrike damage of 41, which is better than most inner sphere heavies, but still only having four tonnes of armour.
* LongRangeFighter: Similar to the later ''Adder'', the ''Uller'' is based on adding long-ranged firepower to a light 'mech while downplaying speed.
* NationalWeapon: While not originally their design, the ''Uller'' was one of Jade Falcon's most favoured 'mechs alongside the ''Summoner'' and ''Hellbringer'' for much of the Political Century.

!!Mist Lynx[=/=]Koshi

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_koshi.png]]
[[caption-width-right:350:Just don't bring up the reporting name [[BilingualBonus in French-speaking sections of the [=FedSuns=].]]]]

-->Production Year: 2926\\
Weight Class: Light ([=OmniMech=])\\
Mass: 20 tons

A light second-generation [=OmniMech=] designed as a workhorse scout, the ''Mist Lynx'' is a focused intelligence-gathering platform with high mobility and light weaponry (for a Clan 'mech) that was used by all Invader Clans during the Clan Invasion. As a first-line 'mech of the Clan war-machine, which would inevitably herald the arrival of a full assault, the Draconis Combine nicknamed the 'mech "Koshi", or "small death".
----



* InventionalWisdom: It is exactly one Jump Jet short of the maximum allowed for its engine size (seven), which is also the movement lenght that gives an additional defense bonus when moving, which is one of the critical ways light 'mechs stay alive. As the jump jets are hardcoded into its chassis, adding more through pods is impractical and it is very little else that half-ton could be better spent on.



* JumpJetPack: Carries seven of them that are hard-bolted into the chassis and therefore not replacable through Omnipods.

to:

* JumpJetPack: Carries seven six of them that are hard-bolted into the chassis and therefore not replacable through Omnipods.

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Added folders to list mechs by weight category.


[[foldercontrol]]

[[folder:Light Mechs]]



!!Bane[=/=]Kraken

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/somebody_order_some_dakka.png]]
[[caption-width-right:350:[[Webcomic/SchlockMercenary There is no "overkill". There is only "open fire" and "I need to reload".]]]]
[[caption-width-right:250:[[labelnote:Click here to see the Unseen design]]https://static.tvtropes.org/pmwiki/pub/images/kraken_prime.jpg]][[/labelnote]]

-->Production Year: 2827\\
Weight Class: Assault\\
Mass: 100 tons

Based on a Star League prototype that was never manufactured in the Inner Sphere, the venerable ''Bane'' served the Clans well as assault-class fire support 'mech until the invention of the [=OmniMech=]. During the Clan Invasion it served as a second-line garrison 'mech especially favoured by Clan Jade Falcon, wielding its massive weaponry against Inner Sphere counterattacks.

to:

!!Bane[=/=]Kraken

!!Cougar

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/somebody_order_some_dakka.org/pmwiki/pub/images/cougar_rgilclan_v19.png]]
[[caption-width-right:350:[[Webcomic/SchlockMercenary There is no "overkill". There is only "open fire" and "I need to reload".]]]]
[[caption-width-right:250:[[labelnote:Click here to see the Unseen design]]https://static.tvtropes.org/pmwiki/pub/images/kraken_prime.jpg]][[/labelnote]]

[[caption-width-right:350:Like a ''Puma'', but meaner.]]

-->Production Year: 2827\\
3058\\
Weight Class: Assault\\
Light ([=OmniMech=])\\
Mass: 100 tons

Based on a Star League prototype that was never manufactured
35 tons


Developed by Clan Jade Falcon
in the Inner Sphere, wake of the venerable ''Bane'' served Refusal War, the Clans well ''Cougar'' was designed as assault-class an upgrade to the classic ''Adder'' Light [=OmniMech=], sacrificing speed and a bit of armor for increased firepower. The end result was a highly-capable fire support 'mech until the invention of the [=OmniMech=]. During the Clan Invasion it served as a second-line garrison 'mech especially favoured by Clan Jade Falcon, wielding its massive weaponry against Inner Sphere counterattacks.'mech, albeit one that wasn't going to be breaking any land-speed records any time soon.



* AchillesHeel: The ''Bane'' is predisposed to absolutely gargantuan ammo explosions thanks to its designers being very keen to head off the issues of supplying so many weapons at once. To their credit, most variants of the mech carry enough ammo to keep every gun on it firing constantly for several minutes, with particular note going to the ''sixteen tons'' of LRM ammo aboard the ''Bane 3'', but even with CASE to contain any unforseen early ignitions, portions of the 'Mech will explode in a fireball visible from space.[[labelnote: In numbers]] For the Battlemath fans in the crowd, if a ''Bane 3'' suffers an ammo explosion without firing once, it immediately takes '''1,920 points''' of damage. This is equivalent to a direct hit from multiple [=WarShip=] grade weapons, and would be sufficient to obliterate almost two lances worth of ''Atlases''.[[/labelnote]]
* AntiAir: Carrying ten of the the second longest-ranged weapon in the game (only beaten by the LB-2X) and the ability to fill any nearby airspace with lead, the ''Bane'' Prime is a nightmare to aircraft.
* AwesomeButImpractical: The ''Bane'' Prime carries ten AC/2 autocannons, providing it near unparalleled range and CriticalHit ability while being completely heat-neutral off its engine heatsinks alone. However, an AlphaStrike of 40 damage is fairly anemic for a Clan 'mech, and double-firing will, statistically, jam one of its guns every other turn or so[[note]]an infamous story in the ''Battletech'' fandom tells of a player who managed to jam ''seven'' of the ''Bane'''s [[EpicFail guns in a single round of shooting]][[/note]]. The ''Bane'' also stands in real danger [[ARareSentence of running out of AC/2 ammo]] if you do so.[[labelnote:Explanation]]AC/2 ammo has 45 shots per ton, more than enough for most engagements when firing up to three times per turn. With four tons of Ultra AC/2 ammo, 180 shots, the ''Bane'' has 9 turns of ammo; most battles tend to run about fifteen turns.[[/labelnote]]
* CriticalHitClass: Depending on large volumes of low-damage hits, the Prime and 3 configurations are extremely lethal to any 'mech whose armour has been stripped off, but the rarity of through-armour criticals means it will rarely do that much to an armoured section (well, the Prime anyhow. The 3 variant, not so much).
* HeWhoMustNotBeSeen: Part of the "second wave" of Unseen 'Mechs designed by the Japanese company Victor Musical Industries. While not taken from existing anime (though many take design cues from series such as ''Franchise/{{Gundam}}'' and ''Anime/{{Patlabor}}'') they were dropped by FASA in the wake of the lawsuits over the earlier Unseen designs due to trepidation over using anything not developed in-house.
* MacrossMissileMassacre: The ''Bane'' 3 replaces its autocannons with eight [=ClanTech=] [=LRM-15s=], to the tune of 120 LRM missiles (or an entire ton of ammo) gone in a single AlphaStrike, comfortably out-missiling just about every 'mech in the game and [[DeathByAThousandCuts sandblasting]] just about anything unlucky enough to stand at the receiving end.
* MoreDakka: The ''Bane'' Prime mounts ten Ultra [=AC/2s=], making it capable of 20 shots per round. The 2 configuration replaces it with four Ultra [=AC/10s=] instead, which is still a very respectable amount of ballistic firepower (and deals twice the actual damage, albeit at less than half the range of the Prime).
** Later variants would (naturally) get Rotary Autocannons or Hyper Assault Gauss, with the ''Bane'' 5 being capable of wielding Rotary [=AC/2=]s for 24 shots per round, and the ''Bane'' 7 wielding two [=HAG-40s=] for ''80'' shots per round.
* RangedEmergencyWeapon: Every configuration of the ''Bane'' carries at least one of these for point-blank fighting, with the standard being a quartet of Machine Guns for countering infantry rushes.
* {{Whoring}}: A 'mech built around the concept, the primary ''Bane'' configurations all feature multiples of a single, primary weapon all feeding off the same ammo. It wasn't until the Jihad that Clan Jade Falcon's scientists came up with the idea of mounting multiple types of guns on the thing, creating the 4 and XR variants (though given it was pretty much a garrison 'mech at that point, it was probably more of a desperation move than anything).
* TheWorkhorse: The ''Bane'' is an ancient design by Clan standards, having been introduced over two centuries prior to the Invasion and a scant five years after Operation Klondike, yet it was still in production during the early stages of the Refusal War. It has the distinction of being one of the few regular Battlemechs still in Clan use by that point, predating the invention of the Omnimech by a good half century.

!!Conjurer[=/=]Hellhound

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/reseen_heckhound.jpg]]
[[caption-width-right:350:Totally Not The ''Wolverine IIC''.]]
[[caption-width-right:250:[[labelnote:Click here to see the Unseen design]]https://static.tvtropes.org/pmwiki/pub/images/hellhound.jpg]][[/labelnote]]
[[caption-width-right:250:[[labelnote:Click here to see the ''Mechwarrior'' design]]https://static.tvtropes.org/pmwiki/pub/images/nxejmvq_8.jpeg]][[/labelnote]]

-->Production Year: 2829\\
Weight Class: Medium\\
Mass: 50 tons

The ''Conjurer'' is absolutely not the ''Wolverine IIC''. It has nothing to do with that cursed 'mech whatsoever, and if you bring up its similarity in chassis and design specs in front of a Clanner they will, [[BlatantLies very gently]], remind you that the ''Conjurer'''s all-rounder, jump-capable 50-ton chassis, bristling with Clan lasers, makes it both radically different from the Not-Named and also very capable of instantly vaporizing anyone who keeps pushing the issue. It's ''not'' a ''Wolverine IIC''. ''At all''.

to:

* AchillesHeel: The ''Bane'' is predisposed to absolutely gargantuan ammo explosions thanks to its designers GlassCannon: With more firepower than some Inner Sphere Assault 'Mechs and only five and a half tons of armor, the ''Cougar'' can dish out hits, but it can't take them.
* LegacyCharacter: Probably not intentional on the in-universe developers' part (what with them
being very keen to head off the issues of supplying so many weapons at once. To their credit, most variants of the mech carry enough ammo to keep every gun on it firing constantly for several minutes, with particular note going to the ''sixteen tons'' of LRM ammo aboard the ''Bane 3'', proud Crusader Clanners and all), but even with CASE to contain any unforseen early ignitions, portions of out-of-universe it can't be a coincidence that the 'Mech will explode in a fireball visible from space.[[labelnote: In numbers]] For the Battlemath fans in the crowd, if a ''Bane 3'' suffers an ammo explosion without firing once, it immediately takes '''1,920 points''' of damage. This is equivalent to a direct hit from multiple [=WarShip=] grade weapons, and whose Inner Sphere reporting name was ''Puma'' would be sufficient to obliterate almost two lances worth of ''Atlases''.[[/labelnote]]
get a successor named ''Cougar''.
* AntiAir: Carrying ten of LongRangeFighter: By the the second longest-ranged weapon in the game (only beaten by the LB-2X) and the ability to fill any nearby airspace with lead, the ''Bane'' Prime is a nightmare to aircraft.
* AwesomeButImpractical: The ''Bane'' Prime carries ten AC/2 autocannons, providing it near unparalleled range and CriticalHit ability while being completely heat-neutral off its engine heatsinks alone. However, an AlphaStrike of 40 damage is fairly anemic for a Clan 'mech, and double-firing will, statistically, jam one of its guns every other turn or so[[note]]an infamous story in the ''Battletech'' fandom tells
standards of a player who managed to jam ''seven'' of light 'Mech, the ''Bane'''s [[EpicFail guns in a single round of shooting]][[/note]]. The ''Bane'' also stands in real danger [[ARareSentence of running out of AC/2 ammo]] if you do so.[[labelnote:Explanation]]AC/2 ammo has 45 shots per ton, more than enough for most engagements when firing up to three times per turn. With four tons of Ultra AC/2 ammo, 180 shots, the ''Bane'' has 9 turns of ammo; most battles tend to run about fifteen turns.[[/labelnote]]
* CriticalHitClass: Depending on large volumes of low-damage hits, the Prime
''Cougar'' isn't particularly fast, and 3 configurations are extremely lethal to any 'mech whose armour has been stripped off, but the rarity of through-armour criticals means it will rarely do that much to an armoured section (well, the Prime anyhow. The 3 variant, not isn't heavily armored, so much).
* HeWhoMustNotBeSeen: Part of the "second wave" of Unseen 'Mechs designed
it survives by the Japanese company Victor Musical Industries. While not taken from existing anime (though many take design cues from series such as ''Franchise/{{Gundam}}'' and ''Anime/{{Patlabor}}'') they were dropped by FASA in the wake of the lawsuits over the earlier Unseen designs due to trepidation over using anything not developed in-house.
plinking away at range.
* MacrossMissileMassacre: The ''Bane'' 3 replaces its autocannons with eight [=ClanTech=] [=LRM-15s=], to the tune Mounts a pair of 120 LRM missiles (or an entire ton of ammo) gone in a single AlphaStrike, comfortably out-missiling just about every 'mech [=LRM10s=] in the game and [[DeathByAThousandCuts sandblasting]] just about anything unlucky enough to stand at torso in the receiving end.
* MoreDakka: The ''Bane''
Prime mounts ten Ultra [=AC/2s=], making configuration, giving it capable of 20 shots per round. a fairly impressive missile barrage for such a light chassis. The 2 A configuration replaces it with four Ultra [=AC/10s=] instead, which is still ups them to [=LRM20s=].
* MightyGlacier: Even moreso than the ''Adder''. Compared to its predecessor, the ''Cougar'' boasts
a very respectable amount of ballistic third again more long-ranged firepower (and deals twice in the actual damage, albeit at less than half the range of the Prime).
** Later variants would (naturally) get Rotary Autocannons or Hyper Assault Gauss, with the ''Bane'' 5 being capable of wielding Rotary [=AC/2=]s for 24 shots per round, and the ''Bane'' 7 wielding two [=HAG-40s=] for ''80'' shots per round.
* RangedEmergencyWeapon: Every
Prime configuration and is more heat-efficient to boot, but its top speed is a fairly pokey 86 km/h -- comparable with most 55-ton Inner Sphere Mediums, several iconic Clan Heavies, and the ''Charger'' and ''Gargoyle'', which are ''Assault'' 'Mechs.
* SeriesMascot: Less so than 'Mechs like the ''Timber Wolf'' or ''[=BattleMaster=]'', but a ''Cougar'' graced the cover
of the ''Bane'' carries at least 2002 video game ''VideoGame/MechAssault''.
* SuperiorSuccessor: It was meant to be
one to the ''Adder'', the new Jade Falcon Khan wanting the symbolic goal of these for point-blank fighting, five new designs. Reception was mixed - light 'Mechs usually rely on speed to stay alive in combat, but Clan pilots came to the general consensus that with the standard being a quartet of Machine Guns for countering infantry rushes.
* {{Whoring}}: A 'mech built around
added firepower the concept, the primary ''Bane'' configurations all feature multiples of a single, primary weapon all feeding off the same ammo. It wasn't until the Jihad that Clan Jade Falcon's scientists came up with the idea of mounting multiple types of guns on the thing, creating the 4 and XR variants (though given it was pretty much a garrison 'mech at that point, it was probably more of a desperation move than anything).
* TheWorkhorse: The ''Bane'' is an ancient design by Clan standards, having been introduced over two centuries prior to the Invasion and a scant five years after Operation Klondike, yet it was still in production during the early stages of the Refusal War. It has the distinction of being one of the few regular Battlemechs still in Clan use by that point, predating the invention of the Omnimech by a good half century.

!!Conjurer[=/=]Hellhound

''Cougar'' could generally hold its own.

!!Fire Moth[=/=]Dasher

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/reseen_heckhound.jpg]]
[[caption-width-right:350:Totally Not The ''Wolverine IIC''.]]
[[caption-width-right:250:[[labelnote:Click here to see
org/pmwiki/pub/images/3050u_dasher.png]]
[[caption-width-right:350:For when you feel
the Unseen design]]https://static.tvtropes.org/pmwiki/pub/images/hellhound.jpg]][[/labelnote]]
[[caption-width-right:250:[[labelnote:Click here to see the ''Mechwarrior'' design]]https://static.tvtropes.org/pmwiki/pub/images/nxejmvq_8.jpeg]][[/labelnote]]

need for speed.]]

-->Production Year: 2829\\
2874\\
Weight Class: Medium\\
Light ([=OmniMech=])\\
Mass: 50 20 tons

The ''Conjurer'' is absolutely not the ''Wolverine IIC''. It has nothing to do with that cursed Intended as a carrier and support 'mech whatsoever, and if you bring up its similarity in chassis and design specs in front of a Clanner they will, [[BlatantLies very gently]], remind you that for the ''Conjurer'''s all-rounder, jump-capable 50-ton chassis, bristling with deadly Clan lasers, makes it both radically different from PowerArmour Elementals, the Not-Named and also very ''Fire Moth'' is a light scout 'mech capable of instantly vaporizing anyone who keeps pushing incredible ground speed. As is typical for a Clan 'mech, having over half its weight given over to a massive engine does not stop the issue. It's ''not'' ''Fire Moth'' from packing a ''Wolverine IIC''. ''At all''.surprising amount of weaponry for its weight and making it a deadly threat even to an Inner Sphere medium.



* ChickenWalker: Its ''Mechwarrior'' design has reversed legs. The canonical tabletop version does not, in either variant.
* EquipmentUpgrade: It's essentially the "''IIC''" version of the Inner Sphere ''Wolverine'' medium 'Mech; the same fundamental chassis as the ''Wolverine'', but redesigned from the ground-up using Clan equipment.
* {{Energy Weapon}}: The ''Conjurer'' is considerably more energy-based than its progenitor, trading the autocannon for a Large Pulse Laser and an additional ER Medium Laser while downgrading its SRM rack to two Streak SRM-2 launchers.
* HeWhoMustNotBeSeen: Unlike the earlier "Unseen" designs, it's not directly based on any previous anime designs (though its legs, shoulder and torso component bears an eerie resemblance to the [[Anime/MobileSuitGundam RX-78]]), but the original concept art was done by a third party company, Victor Musical Industries and dropped as part of a general purge of out-of-house work to avoid copyright conflicts. As a result, it has had several redesigns, one for ''VideoGame/MechWarrior IV'' (which ironically did not resemble the ''Wolverine'' in the slightest and would never be confused as anything but an original Clan creation) and a Reseen version employed in the tabletop version (which very much resembles the Reseen ''Wolverine'').
* TheScottishTrope: In reality, it's the ''Wolverine IIC''. But thanks to the history of The Not-Named Clan, the Clans won't call it that, calling it the ''Conjurer'' instead. Interestingly, even the Inner Sphere doesn't call it the ''Wolverine IIC'', refering to by the ReportingName of ''Hellhound.''
* ShoulderCannon: The ''Mechwarrior'' design is notable for its use of ShouldersOfDoom carrying its secondary torso weapons.

!!Cougar

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cougar_rgilclan_v19.png]]
[[caption-width-right:350:Like a ''Puma'', but meaner.]]

-->Production Year: 3058\\

to:

* ChickenWalker: AbnormalLimbRotationRange: Its ''Mechwarrior'' design has reversed legs. strange backwards elbows were designed to accommodate removable troop transport compartments to be attached under the arms.
* AntiInfantry: Designed to both deal with infantry and [[AwesomePersonnelCarrier transport them]]. As these are Clanner infantry and thus are PoweredArmor-wearing [[SuperSoldier Elementals]], this is more of a threat than it seems.
* FragileSpeedster:
The canonical tabletop version does not, in either variant.
* EquipmentUpgrade: It's essentially
''Fire Moth'' is not only a very fast 'Mech on its own (162 km/h, or 10 walking[=/=]15 running MP), it comes with Myomer Acceleration Signal Circuitry (MASC), giving it the "''IIC''" version of potential to go ''even faster'' (216 km/h, or '''20 MP'''). On the other hand, it's barely more armed or armored than most Inner Sphere ''Wolverine'' medium 'Mech; the same fundamental chassis as the ''Wolverine'', but redesigned from the ground-up using Clan equipment.
light 'Mechs.
* {{Energy Weapon}}: The ''Conjurer'' is considerably more energy-based than its progenitor, trading the autocannon for a Large Pulse Laser and an additional ER Medium Laser while downgrading its SRM rack to two Streak SRM-2 launchers.
* HeWhoMustNotBeSeen: Unlike the earlier "Unseen" designs, it's not directly based on any previous anime designs (though its legs, shoulder and torso component bears an eerie resemblance to the [[Anime/MobileSuitGundam RX-78]]), but the original concept art was done
GlassCannon: Extremely fast. Respectably armed by a third party company, Victor Musical Industries and dropped as part of a general purge of out-of-house work to avoid copyright conflicts. As a result, it has had several redesigns, one for ''VideoGame/MechWarrior IV'' (which ironically did not resemble the ''Wolverine'' in the slightest and would never be confused as anything but an original Clan creation) and a Reseen version employed in the tabletop version (which very much resembles the Reseen ''Wolverine'').
* TheScottishTrope: In reality, it's the ''Wolverine IIC''. But thanks to the history of The Not-Named Clan, the Clans won't call it that, calling it the ''Conjurer'' instead. Interestingly, even the
Inner Sphere doesn't call it standards, as an Alpha Strike in the ''Wolverine IIC'', refering Prime configuration can lay down 34 damage, which is only slightly less than a ''Rifleman'' (which weighs three times as much) can manage. Only has two tons of ferro-fibrous armor, meaning a solid hit virtually anywhere is going to by punch through and break something.
* LimitBreak: MASC increases
the ReportingName of ''Hellhound.''
* ShoulderCannon: The ''Mechwarrior'' design is notable
'Mech's already ludicrous top speed, in exchange for potentially damaging its use of ShouldersOfDoom carrying its secondary torso weapons.

!!Cougar

all-important legs. MASC can inflict critical hits on the legs, and pretty much any critical hit to a leg will reduce a 'Mech's speed.
* MacrossMissileMassacre: In the Prime congfiguration, mounts an SRM-4 and SRM-6.

!!Mist Lynx[=/=]Koshi

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cougar_rgilclan_v19.org/pmwiki/pub/images/battletech_koshi.png]]
[[caption-width-right:350:Like a ''Puma'', but meaner.]]

[[caption-width-right:350:Just don't bring up the reporting name [[BilingualBonus in French-speaking sections of the [=FedSuns=].]]]]

-->Production Year: 3058\\2926\\



Mass: 35 tons


Developed by Clan Jade Falcon in the wake of the Refusal War, the ''Cougar'' was designed as an upgrade to the classic ''Adder'' Light [=OmniMech=], sacrificing speed and a bit of armor for increased firepower. The end result was a highly-capable fire support 'mech, albeit one that wasn't going to be breaking any land-speed records any time soon.

to:

Mass: 35 tons


Developed by Clan Jade Falcon in the wake of the Refusal War, the ''Cougar'' was
20 tons

A light second-generation [=OmniMech=]
designed as an upgrade to a workhorse scout, the classic ''Adder'' Light [=OmniMech=], sacrificing speed ''Mist Lynx'' is a focused intelligence-gathering platform with high mobility and light weaponry (for a bit of armor for increased firepower. The end result was a highly-capable fire support 'mech, albeit one Clan 'mech) that wasn't going to be breaking any land-speed records any time soon.was used by all Invader Clans during the Clan Invasion. As a first-line 'mech of the Clan war-machine, which would inevitably herald the arrival of a full assault, the Draconis Combine nicknamed the 'mech "Koshi", or "small death".



* GlassCannon: With more firepower than some Inner Sphere Assault 'Mechs and only five and a half tons of armor, the ''Cougar'' can dish out hits, but it can't take them.
* LegacyCharacter: Probably not intentional on the in-universe developers' part (what with them being proud Crusader Clanners and all), but out-of-universe it can't be a coincidence that the 'Mech whose Inner Sphere reporting name was ''Puma'' would get a successor named ''Cougar''.
* LongRangeFighter: By the standards of a light 'Mech, the ''Cougar'' isn't particularly fast, and it isn't heavily armored, so it survives by plinking away at range.
* MacrossMissileMassacre: Mounts a pair of [=LRM10s=] in the torso in the Prime configuration, giving it a fairly impressive missile barrage for such a light chassis. The A configuration ups them to [=LRM20s=].
* MightyGlacier: Even moreso than the ''Adder''. Compared to its predecessor, the ''Cougar'' boasts a third again more long-ranged firepower in the Prime configuration and is more heat-efficient to boot, but its top speed is a fairly pokey 86 km/h -- comparable with most 55-ton Inner Sphere Mediums, several iconic Clan Heavies, and the ''Charger'' and ''Gargoyle'', which are ''Assault'' 'Mechs.
* SeriesMascot: Less so than 'Mechs like the ''Timber Wolf'' or ''[=BattleMaster=]'', but a ''Cougar'' graced the cover of the 2002 video game ''VideoGame/MechAssault''.
* SuperiorSuccessor: It was meant to be one to the ''Adder'', the new Jade Falcon Khan wanting the symbolic goal of five new designs. Reception was mixed - light 'Mechs usually rely on speed to stay alive in combat, but Clan pilots came to the general consensus that with the added firepower the ''Cougar'' could generally hold its own.

!!Dire Wolf[=/=]Daishi

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/455px_4vm2e4mmr5chhiqxsfeln0lutcovjmr.jpg]]
[[caption-width-right:350:Great Death comes for you.]]

-->Production Year: 3010\\
Weight Class: Assault ([=OmniMech=])\\
Mass: 100 tons

One of the most feared Clan assault [=OmniMech=]s, or just one of the most feared 'mechs period, the ''Dire Wolf'' was created by Clan Wolf in the early 31st century in expectation of an invasion of the Inner Sphere, but quickly became associated with Clan Smoke Jaguar after they won manufacturing rights for the death-machine. Nicknamed "Daishi", or "Great Death", by [=MechWarriors=] of the Draconis Combine during the Clan Invasion, few things on a 31st century battlefield can be said to be more daunting than having to face any variant of this monstrosity head-on.
-----
* AwesomeButImpractical: Filling its 50.5 tons of pod space with weapons invariably results in a loadout that's lucky if it can shoot half of them without overheating. Striking a balance between firepower and heat efficiency within the available critical space is surprisingly challenging. It also costs a cool 29 million C-Bills and change, over three times the cost of an ''Atlas''.
* DifficultButAwesome: Is the Dire Wolf scary? Yes, yes it is, but, as already established, its hard to choose an appropriate weapons loadout that wont cook the pilot in a matter of minutes, add to that the fact that its ''very'' slow and ''very'' large, making it an incredibly inviting target. So, any pilot driving one should be ''very'' good at what they do, because if they aren't, they'll be driving a glorified 100 ton pressure cooker that will either catch on fire with them in it because they fired their weapons too fast, get the crap shot out of them due to being in an unfortunate position, or both.
* TheDreaded: For centuries, the denizens of the Inner Sphere thought the ''Atlas'' was the scariest [=BattleMech=] in the universe. The ''Dire Wolf'' proved them wrong.
* FollowTheLeader: Downplayed. The Inner Sphere couldn't quite copy the ''Dire Wolf'', so the Lyran Commonwealth took definite design cues from it for their ''Hauptmann'' [=OmniMech=].
* MightyGlacier: It's got roughly the same cruising speed and armor protection of an ''Atlas'', so it's not setting any speed records, but God help you if it gets you in its sights.
* NamesToRunAwayFromReallyFast: "Dire Wolf" is intimidating, yes, but the Draconis Combine warriors who faced this called it "Daishi", or "Great Death."
* NoExportForYou: InUniverse, Clan Smoke Jaguar beat Clan Wolf to the production rights in a Trial of Possession (which rumor has it was fought dishonorably) and jealously guarded them until Ulric Kerensky won rights for Clan Wolf to produce the 'Mech as well. Between Clan Wolf and Clan Smoke Jaguar, production rights were heavily defended, with the only ''Dire Wolves'' outside those Clans earned through salvage, gifts, or trade. The Wolf's Dragoons also managed limited production on Outreach, building enough to earn their own distinct variant designation.
* WalkingArsenal: A 100-ton [=OmniMech=] with 50.5 tons of pod space for modular weapons and equipment, every configuration is inevitably this trope. As a for instance, the Prime configuration mounts 4 ER Large Lasers, 4 Medium Pulse Lasers, 2 Ultra [=AC/5s=], and an LRM-10. Natasha Kerensky's personal configuration featured 2 [=ERPPCs=] and 2 Large Pulse Lasers, three ER Medium Lasers, an ER Small Laser, and an Ultra [=AC/20=].
* WeaponOfChoice: Most Clanners who could get one as their ride wouldn't use anything else, but after the testing on Outreach, The Wolf's Dragoons gifted one each to Hohiro Kurita and Victor Steiner-Davion, who each used a custom configuration. Natasha Kerensky favored one as her ride after rejoining the Clans.

!!Executioner[=/=]Gladiator

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_executionator.jpg]]
[[caption-width-right:350:Faster than it looks, and about as mean.]]

-->Production Year: 3001\\
Weight Class: Assault ([=OmniMech=])\\
Mass: 95 tons

Designed by Clan Ghost Bear at the tail end of the [=30th=] century as a refinement of an older Clan Burrock design, the ''Executioner'' epithomises the clan's values, being big, mobile, scary-looking and designed for long-ranged one-on-one combat. Its sizeable engine gives it less armour or weaponry than you'd expect from something that weight class, but sheer speed and maneuverability, including jumping ability, means the ''Executioner'' can pick and choose targets at its leisure.

to:

* GlassCannon: With more firepower than some Inner Sphere Assault 'Mechs and only five and a AntiInfantry: Well over half tons of armor, the ''Cougar'' can dish out hits, but it can't take them.
* LegacyCharacter: Probably not intentional on the in-universe developers' part (what with them being proud Crusader Clanners and all), but out-of-universe it can't be a coincidence that the 'Mech whose Inner Sphere reporting name was ''Puma'' would get a successor named ''Cougar''.
* LongRangeFighter: By the standards of a light 'Mech, the ''Cougar'' isn't particularly fast, and it isn't heavily armored, so it survives by plinking away at range.
* MacrossMissileMassacre: Mounts a pair of [=LRM10s=] in the torso in the Prime configuration, giving it a fairly impressive missile barrage for such a light chassis.
its configurations are dedicated wholly or partially to anti-infantry support weapons. The A G configuration ups them mounts eight heavy machine guns, allowing it to [=LRM20s=].
massacre infantry at point-blank range.
* MightyGlacier: Even moreso than ArmCannon: Its omnipods are all mounted on its arms, meaning the ''Adder''. Compared ''Mist Lynx'''s weaponry are all of this kind.
* BoringButPractical: Unusually for a Clan Omnimech, who are usually built
to its predecessor, the ''Cougar'' boasts a third again more long-ranged firepower kick ass and take names in the Circle of Equals, the ''Mist Lynx'' is a dedicated scout and uses most of its weight on an Active Probe, Jump Jets and enough weaponry for quick skirmishes at best.
* JackOfAllTrades: While the chassis size and weight heavily limits just how battle-focused the ''Mist Lynx'' can become, it has a wide variety of configurations that allows it to specialize in AntiInfantry or 'mech hunting at a variety of ranges. The prime configuration carries weapons that allow it to fight at any range, though it is not particularly dangerous at any of them.
* JumpJetPack: Carries seven of them that are hard-bolted into the chassis and therefore not replacable through Omnipods.
* MadeOfExplodium: The
Prime configuration carries three different ammo-using weapons and no lasers at all, and has a nasty tendency to explode. Because it is more heat-efficient to boot, but its top speed is a fairly pokey 86 km/h -- comparable with most 55-ton Inner Sphere Mediums, several iconic Clan Heavies, 'mech, CASE will keep ammo explosions from fully crippling it however.
* MeaningfulName: On its own the "Koshi" was not a particularly fearsome opponent, but it tended to herald the arrival of the "Daishi" (Dire Wolf)
and the ''Charger'' and ''Gargoyle'', which are ''Assault'' 'Mechs.
* SeriesMascot: Less so than 'Mechs like
two 'mechs thus became linked in the ''Timber Wolf'' or ''[=BattleMaster=]'', but a ''Cougar'' graced the cover of the 2002 video game ''VideoGame/MechAssault''.
* SuperiorSuccessor: It was meant to be one to the ''Adder'', the new Jade Falcon Khan wanting the symbolic goal of five new designs. Reception was mixed - light 'Mechs usually rely on speed to stay alive in combat, but Clan pilots came to the general consensus that with the added firepower the ''Cougar'' could generally hold its own.

!!Dire Wolf[=/=]Daishi

Combine's mind.

!![=UrbanMech=] IIC

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/455px_4vm2e4mmr5chhiqxsfeln0lutcovjmr.jpg]]
[[caption-width-right:350:Great Death comes for you.
org/pmwiki/pub/images/591px_35nsjd01c6ihmepeomg452t6bsh7k0m.png]]
[[caption-width-right:350:Because the Clans have to get in on the Urbie memes, too.
]]

-->Production Year: 3010\\
2849\\
Weight Class: Assault ([=OmniMech=])\\
Light\\
Mass: 100 30 tons

One Even the Clans could do little to improve on perfection. The ''[=UrbanMech=] IIC'' is a baseline ''[=UrbanMech=]'', but upgraded using Clan weapons and employed as a cheap law enforcement and urban defence 'mech for many of the most feared weaker Home Clans. The ''IIC'''s upgrades allows it to set new records for land speed amongst Clan assault [=OmniMech=]s, or just one of the most feared light 'mechs period, the ''Dire Wolf'' was created by Clan Wolf in the early 31st century in expectation of an invasion of the Inner Sphere, but quickly became associated with Clan Smoke Jaguar after they won manufacturing rights for the death-machine. Nicknamed "Daishi", or "Great Death", by [=MechWarriors=] of the Draconis Combine during the Clan Invasion, few things on a 31st century battlefield can be said to be more daunting than having to face any variant of this monstrosity head-on.
-----
* AwesomeButImpractical: Filling its 50.5 tons of pod space with weapons invariably results in a loadout that's lucky if it can shoot half of them without overheating. Striking a balance between firepower
and heat efficiency within the available critical space is surprisingly challenging. It also costs a cool 29 million C-Bills and change, over three times the cost of an ''Atlas''.
* DifficultButAwesome: Is the Dire Wolf scary? Yes, yes it is, but, as already established, its hard to choose an appropriate weapons loadout that wont cook the pilot in a matter of minutes, add to that the fact that its ''very'' slow and ''very'' large, making it an incredibly inviting target. So, any pilot driving one should be ''very'' good at what they do, because if they aren't, they'll be driving a glorified 100 ton pressure cooker that will either catch on fire with them in it because they fired their weapons too fast, get the crap shot
run out of them due to being in an unfortunate position, or both.
* TheDreaded: For centuries,
ammunition ''twice'' as fast as the denizens of the Inner Sphere thought the ''Atlas'' was the scariest [=BattleMech=] in the universe. The ''Dire Wolf'' proved them wrong.
* FollowTheLeader: Downplayed. The Inner Sphere couldn't quite copy the ''Dire Wolf'', so the Lyran Commonwealth took definite design cues from it for their ''Hauptmann'' [=OmniMech=].
* MightyGlacier: It's got roughly the same cruising speed and armor protection of an ''Atlas'', so it's not setting any speed records, but God help you if it gets you in its sights.
* NamesToRunAwayFromReallyFast: "Dire Wolf" is intimidating, yes, but the Draconis Combine warriors who faced this called it "Daishi", or "Great Death."
* NoExportForYou: InUniverse, Clan Smoke Jaguar beat Clan Wolf to the production rights in a Trial of Possession (which rumor has it was fought dishonorably) and jealously guarded them until Ulric Kerensky won rights for Clan Wolf to produce the 'Mech as well. Between Clan Wolf and Clan Smoke Jaguar, production rights were heavily defended, with the only ''Dire Wolves'' outside those Clans earned through salvage, gifts, or trade. The Wolf's Dragoons also managed limited production on Outreach, building enough to earn their own distinct variant designation.
* WalkingArsenal: A 100-ton [=OmniMech=] with 50.5 tons of pod space for modular weapons and equipment, every configuration is inevitably this trope. As a for instance, the Prime configuration mounts 4 ER Large Lasers, 4 Medium Pulse Lasers, 2 Ultra [=AC/5s=], and an LRM-10. Natasha Kerensky's personal configuration featured 2 [=ERPPCs=] and 2 Large Pulse Lasers, three ER Medium Lasers, an ER Small Laser, and an Ultra [=AC/20=].
* WeaponOfChoice: Most Clanners who could get one as their ride wouldn't use anything else, but after the testing on Outreach, The Wolf's Dragoons gifted one each to Hohiro Kurita and Victor Steiner-Davion, who each used a custom configuration. Natasha Kerensky favored one as her ride after rejoining the Clans.

!!Executioner[=/=]Gladiator

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_executionator.jpg]]
[[caption-width-right:350:Faster than it looks, and about as mean.]]

-->Production Year: 3001\\
Weight Class: Assault ([=OmniMech=])\\
Mass: 95 tons

Designed by Clan Ghost Bear at the tail end of the [=30th=] century as a refinement of an older Clan Burrock design, the ''Executioner'' epithomises the clan's values, being big, mobile, scary-looking and designed for long-ranged one-on-one combat. Its sizeable engine gives it less armour or weaponry than you'd expect from something that weight class, but sheer speed and maneuverability, including jumping ability, means the ''Executioner'' can pick and choose targets at its leisure.
original.



* AwesomeButImpractical: The ''Executioner'''s titanic engine and jump jets leaves it somewhat undergunned, having the speed and firepower of a Clan heavy while costing more than a ''Dire Wolf'' to build. While it has an impressive strategic speed and ability to engage in HitAndRunTactics, the rules of ''zellbrigen'' explicitly forbid breaking line-of-sight to one's opponent and leaves the ''Executioner'' outmatched by anything in its own weight- and price class.
* EmergencyWeapon: Carries a pair of Machine Guns. These will, in 99% of cases, never be used by the ''Executioner'' until its arms have been blown up: Machine Guns are strictly point-blank AntiInfantry and the last thing an ''Executioner'' would ordinarily be doing is fighting point-blank or bothering with infantry.
* JumpJetPack: Has four of them, giving it a lot of options for dealing with rough terrain.
* LightningBruiser: Weighing 95 tonnes, the ''Executioner'' has a ground and jumping speed of four and can go up to five using MASC, allowing it to briefly match a ''Charger'' or ''Gargoyle'' for speed. Thirteen tonnes of ferro-fibrous and an AlphaStrike of thirty-five isn't breaking any records, but combined with its excellent speed and range the ''Executioner'' can start and exit fights more or less at will.
* LongRangeFighter: Carrying a Gauss Rifle and two ER Large Lasers, the ''Executioner'' Prime is designed for long-range sniping, and has the speed to escape most things that outgun it.
** Most of the alternative configurations are designed for close combat, mounting Ultra [=AC/20s=] or Pulse Lasers instead. These variants often end up as a jump-capable alternative to the ''Kodiak''.
* NamesTheSame: Confusingly named after a Clan Burrock [=OmniMech=] designed a century earlier in-universe but introduced later out-of-universe. This was done in order to explain how some ''Executioners'' [[PlotHole in the book series carried loadouts that would be flatly illegal]] in the original ''Executioner'': The Burrock ''Executioner'' (known as the ''Executioner''-B, not to be confused with the ''Executioner'''s B configuration) has a much smaller engine and therefore more firepower.
* SkullForAHead: The ''Executioner'''s head looks skull-like or at least very angry.
* SuperiorSuccessor: It's essentially a Clan ''Banshee'', featuring the same high speed and long-ranged weaponry mounted on a skull-headed, 95-tonne frame. Unlike the ''Banshee'' the ''Executioner'' is actually fairly dangerous in its base form, but it also comes with a price point to match.

!!Fire Moth[=/=]Dasher

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_dasher.png]]
[[caption-width-right:350:For when you feel the need for speed.]]

-->Production Year: 2874\\
Weight Class: Light ([=OmniMech=])\\
Mass: 20 tons

Intended as a carrier and support 'mech for the deadly Clan PowerArmour Elementals, the ''Fire Moth'' is a light scout 'mech capable of incredible ground speed. As is typical for a Clan 'mech, having over half its weight given over to a massive engine does not stop the ''Fire Moth'' from packing a surprising amount of weaponry for its weight and making it a deadly threat even to an Inner Sphere medium.

to:

* AwesomeButImpractical: BoringButPractical: The ''Executioner'''s titanic engine and jump jets leaves it somewhat undergunned, having Clans decided not to futz with the speed and firepower basic ''[=UrbanMech=]'', just straight upgrading almost everything. It's got an Ultra [=AC/10=] instead of a Clan heavy while costing regular [=AC/10=], an ER Small Laser instead of a small laser, 10 heat sinks (not even Doubles), one more than a ''Dire Wolf'' to build. While it has an impressive strategic speed and ability to engage in HitAndRunTactics, the rules of ''zellbrigen'' explicitly forbid breaking line-of-sight to one's opponent and leaves the ''Executioner'' outmatched by anything in its own weight- and price class.
* EmergencyWeapon: Carries a pair of Machine Guns. These will, in 99% of cases, never be used by the ''Executioner'' until its arms have been blown up: Machine Guns are strictly point-blank AntiInfantry and the last thing an ''Executioner'' would ordinarily be doing is fighting point-blank or bothering with infantry.
* JumpJetPack: Has four of them, giving it a lot of options for dealing with rough terrain.
* LightningBruiser: Weighing 95 tonnes, the ''Executioner'' has a ground and jumping speed of four and can go up to five using MASC, allowing it to briefly match a ''Charger'' or ''Gargoyle'' for speed. Thirteen tonnes of ferro-fibrous and an AlphaStrike of thirty-five isn't breaking any records, but combined with its excellent speed and range the ''Executioner'' can start and exit fights more or less at will.
* LongRangeFighter: Carrying a Gauss Rifle
walking[=/=]jumping and two ER Large Lasers, more running movement. If this seems underwhelming compared to what the ''Executioner'' Prime is designed for long-range sniping, Clans could have done, well, it is. But it cleaves close to the fundamental ''[=UrbanMech=]'' design philosophy: Be reasonably effective at one thing and has one thing only, and be very, very, ''very'' cheap (as cheap as the speed to escape most things that outgun it.
** Most
base model; ''insanely'' cheap by Clan standards). Even the weapons upgrades are more a result of the alternative configurations are designed for close combat, mounting Clans simply not making regular autocannons or lasers anymore, only Ultra [=AC/20s=] or and LB-X autocannons and ER and Pulse Lasers instead. These variants often end up as a jump-capable alternative lasers.
* EquipmentUpgrade: It's the ''[=UrbanMech=]'', redesigned from the ground-up with Clan technology. Because you can't fix perfection.
* MoreDakka: Thanks to having an Ultra [=AC/10=], it can potentially put out twice the damage of the basic Inner Sphere Urbie. Clan Hell's Horses took this one step further by adding their experimental HAG 20 (basically an automatic [[MagneticWeapons railgun]])
to the ''Kodiak''.
thing.
* NamesTheSame: Confusingly named after a Clan Burrock [=OmniMech=] designed a century earlier in-universe but introduced later out-of-universe. This was done in order to explain how some ''Executioners'' [[PlotHole in the book series carried loadouts that would be flatly illegal]] in SituationalSword: Much like the original ''Executioner'': The Burrock ''Executioner'' (known as Urbie, the ''Executioner''-B, IIC is good at city-fighting and not to be confused with the ''Executioner'''s B configuration) has a much smaller engine and therefore more firepower.
* SkullForAHead: The ''Executioner'''s head looks skull-like or at least very angry.
* SuperiorSuccessor: It's essentially a Clan ''Banshee'', featuring the same high speed and long-ranged weaponry mounted on a skull-headed, 95-tonne frame. Unlike the ''Banshee'' the ''Executioner'' is actually fairly dangerous in its base form, but it also comes with a price point
else. It now has better speed...comparable to match.

!!Fire Moth[=/=]Dasher

that of an Assault mech.
[[/folder]]

[[folder:Medium Mechs]]

!!Conjurer[=/=]Hellhound

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_dasher.png]]
[[caption-width-right:350:For when you feel
org/pmwiki/pub/images/reseen_heckhound.jpg]]
[[caption-width-right:350:Totally Not The ''Wolverine IIC''.]]
[[caption-width-right:250:[[labelnote:Click here to see
the need for speed.]]

Unseen design]]https://static.tvtropes.org/pmwiki/pub/images/hellhound.jpg]][[/labelnote]]
[[caption-width-right:250:[[labelnote:Click here to see the ''Mechwarrior'' design]]https://static.tvtropes.org/pmwiki/pub/images/nxejmvq_8.jpeg]][[/labelnote]]

-->Production Year: 2874\\
2829\\
Weight Class: Light ([=OmniMech=])\\
Medium\\
Mass: 20 50 tons

Intended as a carrier and support The ''Conjurer'' is absolutely not the ''Wolverine IIC''. It has nothing to do with that cursed 'mech for whatsoever, and if you bring up its similarity in chassis and design specs in front of a Clanner they will, [[BlatantLies very gently]], remind you that the deadly ''Conjurer'''s all-rounder, jump-capable 50-ton chassis, bristling with Clan PowerArmour Elementals, lasers, makes it both radically different from the ''Fire Moth'' is a light scout 'mech Not-Named and also very capable of incredible ground speed. As is typical for a Clan 'mech, having over half its weight given over to a massive engine does not stop instantly vaporizing anyone who keeps pushing the ''Fire Moth'' from packing issue. It's ''not'' a surprising amount of weaponry for its weight and making it a deadly threat even to an Inner Sphere medium.''Wolverine IIC''. ''At all''.



* AbnormalLimbRotationRange: Its strange backwards elbows were designed to accommodate removable troop transport compartments to be attached under the arms.
* AntiInfantry: Designed to both deal with infantry and [[AwesomePersonnelCarrier transport them]]. As these are Clanner infantry and thus are PoweredArmor-wearing [[SuperSoldier Elementals]], this is more of a threat than it seems.
* FragileSpeedster: The ''Fire Moth'' is not only a very fast 'Mech on its own (162 km/h, or 10 walking[=/=]15 running MP), it comes with Myomer Acceleration Signal Circuitry (MASC), giving it the potential to go ''even faster'' (216 km/h, or '''20 MP'''). On the other hand, it's barely more armed or armored than most Inner Sphere light 'Mechs.
* GlassCannon: Extremely fast. Respectably armed by Inner Sphere standards, as an Alpha Strike in the Prime configuration can lay down 34 damage, which is only slightly less than a ''Rifleman'' (which weighs three times as much) can manage. Only has two tons of ferro-fibrous armor, meaning a solid hit virtually anywhere is going to punch through and break something.
* LimitBreak: MASC increases the 'Mech's already ludicrous top speed, in exchange for potentially damaging its all-important legs. MASC can inflict critical hits on the legs, and pretty much any critical hit to a leg will reduce a 'Mech's speed.
* MacrossMissileMassacre: In the Prime congfiguration, mounts an SRM-4 and SRM-6.

!!Gargoyle/Man O' War

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gargoyle_rgilclan_v11.png]]
[[caption-width-right:350: It's like the ''Charger'' except it's actually good.]]

-->Production Year: 2945\\
Weight Class: Assault ([=OmniMech=])\\
Mass: 80 tons

Originally designed alongside the ''Timber Wolf'' to replace the aging ''Woodsman'', the ''Gargoyle'' is an impressive feat of engineering and design. While its weaponry is somewhat anemic for an 80 ton 'mech, it more than makes up for it by being one of the fastest assault 'mechs ever produced.

to:

* AbnormalLimbRotationRange: ChickenWalker: Its strange backwards elbows were designed to accommodate removable troop transport compartments to be attached under ''Mechwarrior'' design has reversed legs. The canonical tabletop version does not, in either variant.
* EquipmentUpgrade: It's essentially
the arms.
* AntiInfantry: Designed to both deal with infantry and [[AwesomePersonnelCarrier transport them]]. As these are Clanner infantry and thus are PoweredArmor-wearing [[SuperSoldier Elementals]], this is more
"''IIC''" version of a threat than it seems.
* FragileSpeedster: The ''Fire Moth'' is not only a very fast 'Mech on its own (162 km/h, or 10 walking[=/=]15 running MP), it comes with Myomer Acceleration Signal Circuitry (MASC), giving it
the potential to go ''even faster'' (216 km/h, or '''20 MP'''). On the other hand, it's barely more armed or armored than most Inner Sphere light 'Mechs.
''Wolverine'' medium 'Mech; the same fundamental chassis as the ''Wolverine'', but redesigned from the ground-up using Clan equipment.
* GlassCannon: Extremely fast. Respectably armed {{Energy Weapon}}: The ''Conjurer'' is considerably more energy-based than its progenitor, trading the autocannon for a Large Pulse Laser and an additional ER Medium Laser while downgrading its SRM rack to two Streak SRM-2 launchers.
* HeWhoMustNotBeSeen: Unlike the earlier "Unseen" designs, it's not directly based on any previous anime designs (though its legs, shoulder and torso component bears an eerie resemblance to the [[Anime/MobileSuitGundam RX-78]]), but the original concept art was done
by a third party company, Victor Musical Industries and dropped as part of a general purge of out-of-house work to avoid copyright conflicts. As a result, it has had several redesigns, one for ''VideoGame/MechWarrior IV'' (which ironically did not resemble the ''Wolverine'' in the slightest and would never be confused as anything but an original Clan creation) and a Reseen version employed in the tabletop version (which very much resembles the Reseen ''Wolverine'').
* TheScottishTrope: In reality, it's the ''Wolverine IIC''. But thanks to the history of The Not-Named Clan, the Clans won't call it that, calling it the ''Conjurer'' instead. Interestingly, even the
Inner Sphere standards, as an Alpha Strike in doesn't call it the Prime configuration can lay down 34 damage, which is only slightly less than a ''Rifleman'' (which weighs three times as much) can manage. Only has two tons of ferro-fibrous armor, meaning a solid hit virtually anywhere is going ''Wolverine IIC'', refering to punch through and break something.
* LimitBreak: MASC increases
by the 'Mech's already ludicrous top speed, in exchange ReportingName of ''Hellhound.''
* ShoulderCannon: The ''Mechwarrior'' design is notable
for potentially damaging its all-important legs. MASC can inflict critical hits on the legs, and pretty much any critical hit to a leg will reduce a 'Mech's speed.
* MacrossMissileMassacre: In the Prime congfiguration, mounts an SRM-4 and SRM-6.

!!Gargoyle/Man O' War

use of ShouldersOfDoom carrying its secondary torso weapons.

!!Hunchback IIC
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gargoyle_rgilclan_v11.png]]
org/pmwiki/pub/images/hunchieiic.jpg]]
[[caption-width-right:350: It's like the ''Charger'' except it's actually good.]]

[[Film/MadMaxFuryRoad WITNESS ME!!]]]]
-->Production Year: 2945\\
Weight
2856
-->Weight
Class: Medium
-->Mass: 50 tons
At a glance, the ''Hunchback IIC'' looks like a killer among similarly sized 'Mechs. Outfitted with a pair of Ultra Autocannon/20s, it packs a significant punch even by Heavy and
Assault ([=OmniMech=])\\
Mass: 80 tons

Originally designed alongside the ''Timber Wolf'' to replace the aging ''Woodsman'', the ''Gargoyle'' is an impressive feat of engineering
'Mech standards, and design. While its weaponry Inner Sphere predecessor's subpar mobility is somewhat anemic for an 80 ton 'mech, it more than makes made up for with a set of jump jets, making it by being one of punch twice as hard and be much more maneuverable than its predecessor. To achieve this, however, the fastest assault 'mechs ever produced.Clanner designers gave it a ''very'' underwhelming 6 tons of armour, which puts it on par with the durability of a [[GlassCannon mid tier Inner Sphere Light 'Mech]]. This combination of low speed and low durability means its pilots are mostly [[TheAtoner disgraced warriors in a suicide mission]] or [[DeathSeeker aging clan warriors seeking a glorious battlefield death]].



* ArmCannon: Carries almost all of its armaments in its arms.
* BeamSpam: Configuration D mounts a pair of ER Large Lasers and a trio of Medium Pulse Lasers, along with the ER Small Laser in the chest. All of these are mated to a top of the line Targeting Computer, making the ''Gargoyle D'' incredibly accurate.
** The ''Gargoyle A'' boasts a nearly complete rainbow of Clan lasers as backup for its twin [[LightningGun ER PPCs]], mounting a Large Pulse, a Medium Pulse, an ER Medium and an ER Small.
* ChestBlaster: Not a terribly convincing one, but the ''Gargoyle'' does carry an ER Small Laser in its center torso on most loadouts, with artwork often placing it dead center of the chest.
* LightningBruiser: Carries a respectable ammount of firepower and armour while lugging around its 80 tons at a more than decent 86.4 KPH.
* MacrossMissileMassacre: Mounts twin SRM-6 launchers, giving it a nasty close range punch.
* ReportingName: Was nicknamed "Man O' War" by the inner sphere pilots that had the misfortune of running into it, because, much like its terran naval counterpart, it was big, imposing, and above all, fast.
* ShotgunsAreJustBetter: Carries a pair of LB 5-Xs capable of firing fragmentation rounds, one in each arm.
* OvershadowedByAwesome: It was designed alongside the ''Timber Wolf'', so yeah, its a given.

!!Hellbringer[=/=]Loki

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_lord_of_lies.png]]
[[caption-width-right:350:''If you see a Falcon not in a Summoner, Hellbringer or Kit Fox, double your caution.'']]

-->Production Year: 2926\\
Weight Class: Heavy ([=OmniMech=])\\
Mass: 65 tons

Originally a Clan Hell's Horses design, the ''Hellbringer'' was highly popular among Clan Jade Falcon due to its offensive power. Bearing a confusing mix of weapons, electronics, and equipment, the Hellbringer would be nicknamed the ''Loki'' by [=FedCom=] officer Galen Cox, who deemed the mech's loadout "an utterly mad configuration."

to:

* ArmCannon: Carries almost all ArmoredCoffins: Its main use, as most of its armaments pilots are not expected to come back alive.
* {{BFG}}: Two of 'em,
in its arms.
[[MoreDakka ultra configuration]].
* BeamSpam: Configuration D mounts a pair of ER Large Lasers and a trio of Medium Pulse Lasers, along with CloseRangeCombatant: Just as much as the ER Small Laser in regular ''Hunchback'', throwing virtually everything into the chest. All of these are mated to a top of the line Targeting Computer, making the ''Gargoyle D'' incredibly accurate.
** The ''Gargoyle A'' boasts a nearly complete rainbow of Clan lasers as backup for its twin [[LightningGun ER PPCs]], mounting a Large Pulse, a Medium Pulse, an
two [=UAC/20=] autocannons. It only has two ER Medium and an ER Small.
* ChestBlaster: Not a terribly convincing one, but the ''Gargoyle'' does carry an ER Small Laser in its center torso on most loadouts, with artwork often placing it dead center of the chest.
* LightningBruiser: Carries
Lasers, which together can put out a respectable ammount 14 damage out to 15 hexes out (the maximum range of firepower and armour while lugging an Inner Sphere Large Laser) as backup. It's helpless beyond that range.
* DeathOrGloryAttack: The entire Mech is designed
around its 80 tons at this philosophy. This makes it almost utterly useless in a live combat situation where there may be more than decent 86.4 KPH.
* MacrossMissileMassacre: Mounts twin SRM-6 launchers, giving
one target to fight, but in the dueling-focused culture the Clans favor, it's ideal.
** In the standard configuration, each autocannon has a single ton of ammo supplying it, meaning at ''most''
it will have five rounds of shots if they only fire each cannon once each turn. [[MoreDakka But those ten shots can put down just about anything.]]
** The first alternate configuration swaps the autocannons out for
a nasty [[BeamSpam quartet of Heavy Large Lasers,]] which removes the ammunition dependency at the cost of shattering any sense of heat management.
** The second alternate brings in a trio of [[MacrossMissileMassacre 12-round Advanced Tactical Missile launchers]], but virtually no ammunition for them.
** The final Clan-designed alternate uses [[GatlingGood Rotary AC/5s]] that let it actually hit at long range, but still relatively little ammunition for them and increase the risk of jamming. It also improves the armor - by a single ton, meaning it's still very lightly armored.
* DyingMomentOfAwesome: What any warrior assigned to one is expected to perform, as receiving it is more or less a polite invitation to not come back alive.
* GlassCannon: Packs Assault 'Mech armaments, and Light 'Mech armour.
* TheLastDance: It's fully expected to be a ''solahma'' warrior's last ride.
* LethalJokeCharacter: Yes, it's funny that the 50 tonner has as much armour as an Urbie, but let it get
close range punch.
and it'll unload enough lead to kill your average Assault 'Mech.
* ReportingName: Was nicknamed "Man O' War" by NotTheIntendedUse: In universe, it became popular among young, aspiring Jade Falcon warriors, as it could be used in their Trial of Position to easily secure a quick kill before calling it quits and secure themselves a position among the inner sphere pilots that had Clan's warriors.
* SketchySuccessor: To
the misfortune of running into it, because, much like its terran naval counterpart, it was big, imposing, respected and above all, fast.
* ShotgunsAreJustBetter: Carries a pair of LB 5-Xs capable of firing fragmentation rounds, one in each arm.
* OvershadowedByAwesome: It was designed alongside the ''Timber Wolf'', so yeah, its a given.

!!Hellbringer[=/=]Loki

venerable ''Hunchback'' design.

!!Nova[=/=]Black Hawk

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_lord_of_lies.org/pmwiki/pub/images/3050u_nova.png]]
[[caption-width-right:350:''If you see a Falcon not in a Summoner, Hellbringer or Kit Fox, double your caution.'']]

[[caption-width-right:350:BeamSpam on legs.]]

-->Production Year: 2926\\
2870\\
Weight Class: Heavy Medium ([=OmniMech=])\\
Mass: 65 50 tons

Originally One of the first [=OmniMech=] designs, the ''Nova'' is a highly configurable design created by Clan Hell's Horses design, to carry a wide variety of [=OmniPods=] as well as serve as an Elemental carrier. The Inner Sphere quickly came to know its primary configuration of twelve deadly [=ClanTech=] lasers during the ''Hellbringer'' was highly popular among Clan Jade Falcon due to its offensive power. Bearing a confusing mix of weapons, electronics, and equipment, Invasion, christening it the Hellbringer would be nicknamed the ''Loki'' by [=FedCom=] officer Galen Cox, who deemed the mech's loadout "an utterly mad configuration.""Blackhawk".



* AntiInfantry: The Prime configuration carries machine guns and mounts anti-personnel pods in the legs, which will handily reduce any infantry in the same hex as it to a fine mist. The D configuration takes it to the next level by mounting [[KillItWithFire plasma cannons]] and pulse lasers.
* EnemyDetectingRadar: Alongside the targeting computer and ECM suite, the ''Hellbringer'' mounts an active probe, letting it spot hidden enemies.
* GlassCannon: The mech has a hefty 325 XL engine and an immense offensive loadout, but it only carries eight tons of armor, so it's very fragile for its weight.
* InventionalWisdom: The ''Hellbringer'' is built on this, partially out of sheer desperation by Clan Hell's Horses in trying to create a new 'mech for their Keshigs. The prime configuration, for instance, carries twin ER [=PPCs=] as its main weapons while all its other weaponry (barring the ECM) are intended for point blank range only. It also carries too few heat sinks to use any of them efficiently. Its ReportingName of ''Loki'' originates from Inner Sphere officers trying to analyse the configuration and assuming it was a case of ConfusionFu.
* MixAndMatchCritters: It has numerous similarities to the venerable ''Warhammer'' in offensive loadout, but the Hell's Horses cut down on design and production time by using the lower half of the ''Summoner'' when designing the 'Mech.
* NationalWeapon: Alongside the ''Summoner'', Jade Falcon warriors were usually piloting one of these. Part of this is because the Hell's Horses promptly lost the primary production factory soon after it was introduced, and partly because the Horses then traded away most of their remaining production models for various reasons.
* {{Overheating}}: With only thirteen double heat sinks standard and most configurations not adding any extras, any ''Hellbringer'' pilot needs to either use volley fire or be prepared for the 'Mech to catastrophically overheat and possibly explode upon pulling the triggers. The Prime configuration produces twice as much heat as it can sink in a single turn, and even just firing the [=ERPPCs=] will start to spike the heat gauge. Most alternate configurations lean heavily into ballistic or missile-based weaponry to ease the burden on the cooling system.
* OvershadowedByAwesome: As with most invasion-era Clan mechs, the ''Hellbringer'' falls behind the ''Timber Wolf'' or ''Summoner'' in terms of fame. While the ''Hellbringer'' is cheaper than either one and has almost half its weight available as pod space, it carries less armor than most medium Mechs.
* SuperiorSuccessor: To the ''Warhammer'', at least in intention. Besides the visual resemblance, the Prime configuration mounts a very similar loadout: twin [=PPCs=], backed up by medium lasers, an SRM-6 rack, and machine guns. The ''Hellbringer'' carries a bigger engine despite being five tons lighter and can hit harder at longer range. However, the ''Hellbringer'' is far more fragile than the ''Warhammer'' is and will boil over before the ''Warhammer'' does.
* SketchySuccessor: The Jade Falcons created the ''Loki Mk II'' in the early thirty-second century, which aimed to fix some of the problems with the original design. It adds more armor and equipment space, but sacrifices speed and mounts a Small Cockpit, imposing a penalty to the pilot.

!!Hellstar

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hellstar.jpg]]
[[caption-width-right:350:Anything ''Awesome'' can do, I can do better!]]

-->Production Year: 3079\\
Weight Class: Assault\\
Mass: 95 tons

Created during the late Jihad as a collaboration between Clan Wolf-in-Exile and Clan Hell's Horses, the ''Hellstar'' embodies the pragmatism and changes in combat doctrine experienced by both Clans in the decades following the Inner Sphere invasion. Eschewing the standard Clan ideals of operational speed and swift, glorious victory by Trial, the ''Hellstar'' is an work-horse intended for long campaigns and winning battles through a combination of sheer endurance and withering volley fire from its deadly quartet of [=ERPPCs=].

to:

* AntiInfantry: AbnormalLimbRotationRange: With Quirks active, the ''Nova'' has "No Torso Twist", limiting the fire arc of its weapons. Also, unlike most Clan [=OmniMechs=], the ''Nova'' includes lower arm and hand actuators, preventing it from flipping its arms backwards to shoot behind it.
* AwesomeButImpractical:
The Prime configuration carries machine guns and mounts anti-personnel pods twelve ER Medium Lasers, enough BeamSpam to put serious hurt on any enemy it encounters. It has nowhere near enough Double Heat Sinks to fire all of them without getting into trouble. It can sink 36 heat a turn, while it can generate a total of ''sixty-five'', meaning firing everything jumps you immediately one heat shy of "[[NoSavingThrow Automatic Shutdown]]."
* BeamSpam: Twelve ER Medium Lasers
in the legs, which Prime Configuration.
* DeathOrGloryAttack: The Prime configuration's AlphaStrike
will handily reduce any infantry in overheat the same hex as it to a fine mist. The D configuration takes it Mech to the next level by mounting [[KillItWithFire plasma cannons]] and pulse lasers.
* EnemyDetectingRadar: Alongside the targeting computer and ECM suite, the ''Hellbringer'' mounts an active probe, letting
point of nearly shutting it spot hidden enemies.
* GlassCannon: The mech has a hefty 325 XL engine and an immense offensive loadout,
down, as mentioned, but it only carries eight tons will put out an incredible amount of armor, so it's very fragile damage. Being designed for its weight.
* InventionalWisdom: The ''Hellbringer'' is built on this, partially out of sheer desperation by
the Clan Hell's Horses style of combat - rapid, decisive duels with maximum firepower - plays a large part in trying to create a new 'mech this. Thankfully most of the other configurations put out less insane amounts of heat...except for their Keshigs. The prime the "H" configuration, for instance, carries twin ER [=PPCs=] as its main weapons which can sink 40 heat while all its other weaponry (barring generating ''seventy-five'' thanks to leaning even harder into the ECM) are intended for point blank range only. It also carries too few heat sinks to use any of them efficiently. Its ReportingName of ''Loki'' originates from Inner Sphere officers trying to analyse the configuration and assuming it was a case of ConfusionFu.
BeamSpam with ten Heavy Medium Lasers.
* MixAndMatchCritters: It has numerous similarities to the venerable ''Warhammer'' in offensive loadout, but the Hell's Horses cut down on design and production time by using the lower half of the ''Summoner'' when designing the 'Mech.
* NationalWeapon: Alongside
JackOfAllTrades: Much like the ''Summoner'', Jade Falcon warriors were usually piloting one of these. Part of this is because the Hell's Horses promptly lost the primary production factory soon after it was introduced, and partly because the Horses then traded away most of their remaining production models for various reasons.
* {{Overheating}}: With only thirteen double heat sinks standard and most configurations not adding any extras, any ''Hellbringer'' pilot needs to either use volley fire or be prepared for the 'Mech to catastrophically overheat and possibly explode upon pulling the triggers. The Prime configuration produces twice as much heat as it can sink in a single turn, and even just firing the [=ERPPCs=] will start to spike the heat gauge. Most
''Nova''[='=]s alternate configurations lean heavily into ballistic give it wildly different battlefield roles. The Prime configuration is basically a midrange brawler, with alternate configurations for sniping or missile-based weaponry to ease LRM fire support.
* JumpJetPack: Also like
the burden on ''Summoner'', the cooling system.
''Nova'' carries five hard-wired jump jets. This means that while it's not particularly fast for a medium 'Mech by Clan standards, it remains very maneuverable.
* MeaningfulName: The Clans call this 'Mech the ''Nova'', because it resembles a smaller version of the earlier Supernova, and because its Prime configuration can fire a barrage of laser light comparable to one. Nova is also the name of a Clan formation consisting of a 'Mech Star and Elemental Star, and the Nova 'Mech works well in such a formation due to its loadouts having most of their weapons in their arms, allowing it to fire them while carrying a full squad or "Point" of Elementals.
* OvershadowedByAwesome: As with most invasion-era Oddly for a Clan mechs, the ''Hellbringer'' falls behind the ''Timber Wolf'' or ''Summoner'' in terms of fame. [=OmniMech=]. While devastating by Inner Sphere standards and remarkably affordable by Clan standards, the ''Hellbringer'' is cheaper than either one and ''Nova'' only has almost half twenty percent of its weight mass available as pod space, it carries less armor than most medium Mechs.
* SuperiorSuccessor: To the ''Warhammer'', at least in intention. Besides the visual resemblance, the Prime configuration mounts a very similar loadout: twin [=PPCs=], backed up by medium lasers, an SRM-6 rack, and machine guns. The ''Hellbringer'' carries a bigger engine despite being five tons lighter and can hit harder at longer range. However, the ''Hellbringer'' is far more fragile than the ''Warhammer'' is and will boil over before the ''Warhammer'' does.
* SketchySuccessor: The Jade Falcons created the ''Loki Mk II'' in the early thirty-second century, which aimed to fix some of the problems with the original design. It adds more armor and
for weaponry or equipment space, but sacrifices speed where better-known Clan designs have a third or more.
* YouDontLookLikeYou: Its distinctive body plan was altered to a more conventional one for gameplay purposes in ''Mechwarrior Online'' to allow its arms
and mounts a Small Cockpit, imposing a penalty legs to the pilot.

!!Hellstar

move independently.

!!Stormcrow[=/=]Ryōken

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hellstar.jpg]]
[[caption-width-right:350:Anything ''Awesome'' can do, I can do better!]]

org/pmwiki/pub/images/battletech_stormcrow.png]]
[[caption-width-right:350:[[TabletopGame/MagicTheGathering Stormcrow descending, batchalls unending. Stormcrow departing, BULLDOG is starting.]]]]

-->Production Year: 3079\\
2930\\
Weight Class: Assault\\
Medium ([=OmniMech=])\\
Mass: 95 50 tons

Created during the late Jihad as a collaboration between A widely-used Clan Wolf-in-Exile and medium [=OmniMech=], the ''Stormcrow'' is a 55-ton design originally created by Clan Hell's Horses, Horses during the ''Hellstar'' embodies twilight of the pragmatism and changes in combat doctrine experienced by both Clans Golden Century. Falling in the decades following the Inner Sphere invasion. Eschewing the standard centre of 'mech weight distributions and armed with pods favouring tested-and-true Clan ideals of operational speed and swift, glorious victory by Trial, technology, the ''Hellstar'' is an work-horse intended ''Stormcrow'' was nicknamed "Ryōken", or "hunting dog", by the Combine for long campaigns and winning battles through a its combination of sheer endurance speed and withering volley fire from its deadly quartet of [=ERPPCs=].offensive firepower.



* BoomHeadshot: [=ERPPCs=] deal fifteen damage, enough to take a 'Mechs head off. With four of them and enough heat sinks to fire all of them every turn, it has a 1-in-9 chance each turn to land a headshot and remove any enemy 'Mech from the game.
* BoringButPractical: It's four [=ERPPCs=] and enough Double Heat Sinks on legs. Pound an opponent with 60 long-ranged points of damage a turn until something gives. Also falls into this in-universe, as unlike most of the flashier Clan 'Mechs, the ''Hellstar'' is a standard Battlemech rather than an Omni design. This limits the radical reconfiguration potential, but also makes it much easier to build ([[DownplayedTrope although the amount of advanced technology in it doesn't make it any cheaper]]).
* LensmanArmsRace: A massive departure from traditional Clan 'Mech design. Rather than being made to end a fight with glorious swiftness, the ''Hellstar'' is set up to endure a long, slow, brutal slogging campaign (hence only having energy weapons, and only four of those, eliminating the need for ammo and minimizing the parts that can wear out or break down). After combat with the Inner Sphere (especially the Battle of Tukayyid), the Clans started re-evaluating how they fought war. The ''Hellstar'' was pretty much a direct response to the battlefields of the Word of Blake Jihad.
* LightningGun: Four [=ERPPCs=].
* SuperiorSuccessor: It's basically a Clan ''Awesome.'' Eighteen and a half tons of armor (the maximum possible for a Mech that weight), fifteen tons heavier than the ''Awesome'', while still being faster ''and'' carrying bigger guns, and more of them to boot.

!!Hunchback IIC
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hunchieiic.jpg]]
[[caption-width-right:350: [[Film/MadMaxFuryRoad WITNESS ME!!]]]]
-->Production Year: 2856
-->Weight Class: Medium
-->Mass: 50 tons
At a glance, the ''Hunchback IIC'' looks like a killer among similarly sized 'Mechs. Outfitted with a pair of Ultra Autocannon/20s, it packs a significant punch even by Heavy and Assault 'Mech standards, and its Inner Sphere predecessor's subpar mobility is made up for with a set of jump jets, making it punch twice as hard and be much more maneuverable than its predecessor. To achieve this, however, the Clanner designers gave it a ''very'' underwhelming 6 tons of armour, which puts it on par with the durability of a [[GlassCannon mid tier Inner Sphere Light 'Mech]]. This combination of low speed and low durability means its pilots are mostly [[TheAtoner disgraced warriors in a suicide mission]] or [[DeathSeeker aging clan warriors seeking a glorious battlefield death]].

to:

* BoomHeadshot: [=ERPPCs=] deal fifteen damage, enough BeamSpam: The Prime configuration carries a pair of ER Large Lasers and three ER Medium Lasers and 22 Double Heatsinks, giving it decent Beam Spam capabilities without melting down on an AlphaStrike like the older ''Nova''.
* HitAndRunTactics: Designed by the Hell's Horses for this purpose, the ''Stormcrow'' depends on speed and surprise
to take a 'Mechs head off. With four of them and enough heat sinks to fire all of them every turn, on targets it has a 1-in-9 chance each turn to land a headshot and remove any enemy 'Mech from cannot reliably face in open combat.
* {{Irony}}: The Hell's Horses initially deployed
the game.
* BoringButPractical: It's four [=ERPPCs=] and enough Double Heat Sinks on legs. Pound an opponent with 60 long-ranged points of damage a turn until something gives. Also falls into this in-universe, as unlike most of the flashier Clan 'Mechs, the ''Hellstar'' is a standard Battlemech rather than an Omni design. This limits the radical reconfiguration potential, but also makes it much easier to build ([[DownplayedTrope although the amount of advanced technology in it doesn't make it any cheaper]]).
* LensmanArmsRace: A massive departure from traditional Clan 'Mech design. Rather than being made to end a fight with glorious swiftness, the ''Hellstar'' is set up to endure a long, slow, brutal slogging campaign (hence only having energy weapons, and only four of those, eliminating the need for ammo and minimizing the parts that can wear out or break down). After combat with the Inner Sphere (especially
''Stormcrow'' during the Battle of Tukayyid), Tohsaka in an attempt to defend their primary 'mech plant, a battle they lost. The ''Stormcrow'' thus became a herald of the Hell's Horses switching to a much more tank- and combined arms warfare doctrine, and as a 'mech became much more affiliated with Clans started re-evaluating how they fought war. Ghost Bear and Snow Raven.
* JackOfAllTrades:
The ''Hellstar'' was pretty much a direct response ''Stormcrow'' contains the standard medium 'mech fusion of speed, armouring and firepower, all dialed up by [=ClanTech=] to the battlefields point that it can reliably chase many Inner Sphere light 'mechs while matching many Inner Sphere heavies in firepower. The only thing it lacks is a configuration with Jump Jets; practically everything else -- from knife-fighter to missile support -- can be found in one of its configurations.
* MacrossMissileMassacre: The ''Stormcrow'''s A and D configurations are both very missile heavy, both featuring at least one LRM-20 and several SRM racks on top of it.
* NonIndicativeName: Despite the name ''Stormcrow'', none
of the Word of Blake Jihad.
* LightningGun: Four [=ERPPCs=].
* SuperiorSuccessor: It's basically a Clan ''Awesome.'' Eighteen and a half tons of armor (the maximum possible for a Mech that weight), fifteen tons heavier than the ''Awesome'', while still being faster ''and'' carrying bigger guns, and more of them to boot.

!!Hunchback IIC
'mech's configurations are jump capable, or carries [[LightningGun PPCs]].
[[/folder]]

[[folder:Heavy Mechs]]

!!Hellbringer[=/=]Loki

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hunchieiic.jpg]]
[[caption-width-right:350: [[Film/MadMaxFuryRoad WITNESS ME!!]]]]
org/pmwiki/pub/images/battletech_lord_of_lies.png]]
[[caption-width-right:350:''If you see a Falcon not in a Summoner, Hellbringer or Kit Fox, double your caution.'']]

-->Production Year: 2856
-->Weight
2926\\
Weight
Class: Medium
-->Mass: 50 tons
At
Heavy ([=OmniMech=])\\
Mass: 65 tons

Originally
a glance, Clan Hell's Horses design, the ''Hunchback IIC'' looks like a killer ''Hellbringer'' was highly popular among similarly sized 'Mechs. Outfitted with Clan Jade Falcon due to its offensive power. Bearing a pair confusing mix of Ultra Autocannon/20s, it packs a significant punch even by Heavy weapons, electronics, and Assault 'Mech standards, and its Inner Sphere predecessor's subpar mobility is made up for with a set of jump jets, making it punch twice as hard and be much more maneuverable than its predecessor. To achieve this, however, equipment, the Clanner designers gave it a ''very'' underwhelming 6 tons of armour, which puts it on par with Hellbringer would be nicknamed the durability of a [[GlassCannon mid tier Inner Sphere Light 'Mech]]. This combination of low speed and low durability means its pilots are mostly [[TheAtoner disgraced warriors in a suicide mission]] or [[DeathSeeker aging clan warriors seeking a glorious battlefield death]].''Loki'' by [=FedCom=] officer Galen Cox, who deemed the mech's loadout "an utterly mad configuration."



* ArmoredCoffins: Its main use, as most of its pilots are not expected to come back alive.
* {{BFG}}: Two of 'em, in [[MoreDakka ultra configuration]].
* CloseRangeCombatant: Just as much as the regular ''Hunchback'', throwing virtually everything into the two [=UAC/20=] autocannons. It only has two ER Medium Lasers, which together can put out a respectable 14 damage out to 15 hexes out (the maximum range of an Inner Sphere Large Laser) as backup. It's helpless beyond that range.
* DeathOrGloryAttack: The entire Mech is designed around this philosophy. This makes it almost utterly useless in a live combat situation where there may be more than one target to fight, but in the dueling-focused culture the Clans favor, it's ideal.
** In the standard configuration, each autocannon has a single ton of ammo supplying it, meaning at ''most'' it will have five rounds of shots if they only fire each cannon once each turn. [[MoreDakka But those ten shots can put down just about anything.]]
** The first alternate configuration swaps the autocannons out for a [[BeamSpam quartet of Heavy Large Lasers,]] which removes the ammunition dependency at the cost of shattering any sense of heat management.
** The second alternate brings in a trio of [[MacrossMissileMassacre 12-round Advanced Tactical Missile launchers]], but virtually no ammunition for them.
** The final Clan-designed alternate uses [[GatlingGood Rotary AC/5s]] that let it actually hit at long range, but still relatively little ammunition for them and increase the risk of jamming. It also improves the armor - by a single ton, meaning it's still very lightly armored.
* DyingMomentOfAwesome: What any warrior assigned to one is expected to perform, as receiving it is more or less a polite invitation to not come back alive.
* GlassCannon: Packs Assault 'Mech armaments, and Light 'Mech armour.
* TheLastDance: It's fully expected to be a ''solahma'' warrior's last ride.
* LethalJokeCharacter: Yes, it's funny that the 50 tonner has as much armour as an Urbie, but let it get close and it'll unload enough lead to kill your average Assault 'Mech.
* NotTheIntendedUse: In universe, it became popular among young, aspiring Jade Falcon warriors, as it could be used in their Trial of Position to easily secure a quick kill before calling it quits and secure themselves a position among the Clan's warriors.
* SketchySuccessor: To the respected and venerable ''Hunchback'' design.

!!Jade Phoenix

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/9ec4db90_20df_4f2b_8b29_7a1b68d49bf0.jpeg]]
[[caption-width-right:350: For eternity shall we praise him; in fifteen years we shall avenge him.]]

-->Production Year: 3148\\
Weight Class: Assault ([=OmniMech=])\\
Mass: 85 tons

If Clan Jade Falcon has one specialty, it would be the humble jump jet. The ''Jade Phoenix'', a totem mech that capitalizes on the legend of Aidan Pryde by (allegedly) including a milligram-sized fragment of his wrecked ''Timber Wolf'' in each chassis, is the latest phase of Jade Falcon design philosophy. Intended as a workhorse [=OmniMech=] for Clan Jade Falcon’s push to Terra, the ''Jade Phoenix'' follows in the footsteps of its predecessors such as the ''Flamberge'' and ''Shrike'' to deliver incredible firepower while setting the terms for any engagement.

to:

* ArmoredCoffins: Its main use, as most of its pilots are not expected to come back alive.
* {{BFG}}: Two of 'em, in [[MoreDakka ultra configuration]].
* CloseRangeCombatant: Just as much as the regular ''Hunchback'', throwing virtually everything into the two [=UAC/20=] autocannons. It only has two ER Medium Lasers, which together can put out a respectable 14 damage out to 15 hexes out (the maximum range of an Inner Sphere Large Laser) as backup. It's helpless beyond that range.
* DeathOrGloryAttack:
AntiInfantry: The entire Mech is designed around this philosophy. This makes it almost utterly useless in a live combat situation where there may be more than one target to fight, but Prime configuration carries machine guns and mounts anti-personnel pods in the dueling-focused culture legs, which will handily reduce any infantry in the Clans favor, same hex as it to a fine mist. The D configuration takes it to the next level by mounting [[KillItWithFire plasma cannons]] and pulse lasers.
* EnemyDetectingRadar: Alongside the targeting computer and ECM suite, the ''Hellbringer'' mounts an active probe, letting it spot hidden enemies.
* GlassCannon: The mech has a hefty 325 XL engine and an immense offensive loadout, but it only carries eight tons of armor, so
it's ideal.
** In the standard
very fragile for its weight.
* InventionalWisdom: The ''Hellbringer'' is built on this, partially out of sheer desperation by Clan Hell's Horses in trying to create a new 'mech for their Keshigs. The prime
configuration, each autocannon has a single ton for instance, carries twin ER [=PPCs=] as its main weapons while all its other weaponry (barring the ECM) are intended for point blank range only. It also carries too few heat sinks to use any of ammo supplying it, meaning at ''most'' it will have five rounds them efficiently. Its ReportingName of shots if they only fire each cannon once each turn. [[MoreDakka But those ten shots can put down just about anything.]]
** The first alternate
''Loki'' originates from Inner Sphere officers trying to analyse the configuration swaps and assuming it was a case of ConfusionFu.
* MixAndMatchCritters: It has numerous similarities to
the autocannons out for a [[BeamSpam quartet of Heavy Large Lasers,]] which removes venerable ''Warhammer'' in offensive loadout, but the ammunition dependency at Hell's Horses cut down on design and production time by using the cost lower half of shattering any sense of heat management.
** The second alternate brings in a trio of [[MacrossMissileMassacre 12-round Advanced Tactical Missile launchers]], but virtually no ammunition for them.
** The final Clan-designed alternate uses [[GatlingGood Rotary AC/5s]] that let it actually hit at long range, but still relatively little ammunition for them and increase
the risk of jamming. It also improves ''Summoner'' when designing the armor - by a single ton, meaning it's still very lightly armored.
* DyingMomentOfAwesome: What any warrior assigned to one is expected to perform, as receiving it is more or less a polite invitation to not come back alive.
* GlassCannon: Packs Assault 'Mech armaments, and Light 'Mech armour.
* TheLastDance: It's fully expected to be a ''solahma'' warrior's last ride.
* LethalJokeCharacter: Yes, it's funny that the 50 tonner has as much armour as an Urbie, but let it get close and it'll unload enough lead to kill your average Assault
'Mech.
* NotTheIntendedUse: In universe, it became popular among young, aspiring NationalWeapon: Alongside the ''Summoner'', Jade Falcon warriors, warriors were usually piloting one of these. Part of this is because the Hell's Horses promptly lost the primary production factory soon after it was introduced, and partly because the Horses then traded away most of their remaining production models for various reasons.
* {{Overheating}}: With only thirteen double heat sinks standard and most configurations not adding any extras, any ''Hellbringer'' pilot needs to either use volley fire or be prepared for the 'Mech to catastrophically overheat and possibly explode upon pulling the triggers. The Prime configuration produces twice as much heat
as it could be used can sink in their Trial a single turn, and even just firing the [=ERPPCs=] will start to spike the heat gauge. Most alternate configurations lean heavily into ballistic or missile-based weaponry to ease the burden on the cooling system.
* OvershadowedByAwesome: As with most invasion-era Clan mechs, the ''Hellbringer'' falls behind the ''Timber Wolf'' or ''Summoner'' in terms
of Position to easily secure fame. While the ''Hellbringer'' is cheaper than either one and has almost half its weight available as pod space, it carries less armor than most medium Mechs.
* SuperiorSuccessor: To the ''Warhammer'', at least in intention. Besides the visual resemblance, the Prime configuration mounts
a quick kill very similar loadout: twin [=PPCs=], backed up by medium lasers, an SRM-6 rack, and machine guns. The ''Hellbringer'' carries a bigger engine despite being five tons lighter and can hit harder at longer range. However, the ''Hellbringer'' is far more fragile than the ''Warhammer'' is and will boil over before calling it quits and secure themselves a position among the Clan's warriors.
''Warhammer'' does.
* SketchySuccessor: To The Jade Falcons created the respected ''Loki Mk II'' in the early thirty-second century, which aimed to fix some of the problems with the original design. It adds more armor and venerable ''Hunchback'' design.

!!Jade Phoenix

equipment space, but sacrifices speed and mounts a Small Cockpit, imposing a penalty to the pilot.

!!Linebacker

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/9ec4db90_20df_4f2b_8b29_7a1b68d49bf0.jpeg]]
[[caption-width-right:350: For eternity shall we praise him; in fifteen years we shall avenge him.]]

org/pmwiki/pub/images/linebacker_rgilclan_v06.png]]
[[caption-width-right:350:[[Film/TopGun I feel the need, The need for speed.]]]]

-->Production Year: 3148\\
3052\\
Weight Class: Assault Heavy ([=OmniMech=])\\
Mass: 85 65 tons

If Designed by the post-Clan Invasion Clan Jade Falcon has one specialty, it would be Wolf to replace the humble jump jet. then-aging ''Timber Wolf'', the ''Linebacker'' was designed to address the perceived lack of mobility of its predecessor. The ''Jade Phoenix'', a totem mech that capitalizes on the legend of Aidan Pryde by (allegedly) including a milligram-sized fragment of his wrecked ''Timber Wolf'' in each chassis, is would frequently find itself being outrun by the latest phase of Jade Falcon design philosophy. Intended as a workhorse [=OmniMech=] for Clan Jade Falcon’s push to Terra, the ''Jade Phoenix'' follows in the footsteps rest of its predecessors such as Starmates, which limited the ''Flamberge'' operational speed and ''Shrike'' effectiveness of the entire unit. Upon perceiving this issue, Clan Wolf-in-Exile comissioned the ''Linebacker'' to deliver incredible firepower upgrade their Touman. Outfitted with a gigantic 390 XL engine, the ''Linebacker'' sometimes rivals light 'Mech designs in terms of speed, while setting the terms for any engagement.being able to carry a variety of lighter, yet quite dangerous loadouts.



* AchillesHeel: Stealth Armor and Pulse Lasers will absolutely negate any advantage the ''Jade Phoenix'' gets from its jump jets. The accuracy penalties of Stealth Armor combined with the difficulty of landing shots after jumping means that nothing short of a legendary ace can reliably overcome this obstacle. Even then, an opponent with Pulse Lasers easily cancels out the penalty for hitting fast targets like the ''Jade Phoenix''.
** It is also inadvisable to use the ''Jade Phoenix'' in the traditional roles of an assault mech, as its thirteen tons of armor won’t stand up for very long in a pure slugging match against something else in its weight class.
* AntiInfantry: Configuration E sports dual Plasma Rifles to boil people alive over longer ranges than any mere Flamer could accomplish.
* {{BFG}}: Besides the carrying capacity offered by an Omni design, most common configurations carry huge cannons. The Prime carries a [[MagneticWeapons HAG-30]], the A variant an Ultra [=AC/20=], the B dual-wields Gauss Rifles...
* ChickenWalker: In keeping with the avian design of a Jade Falcon totem mech.
* DeathFromAbove: Encouraged by configuration C, which mounts talons on its feet.
* {{Irony}}: While the ''Jade Phoenix'' began its service as a symbol of traditionalist pushback against the [[RapePillageAndBurn Mongol Doctrine]], its designers likely didn’t anticipate that a reinvented Clan Jade Falcon would need to rise from the ashes of its entire touman just a couple years later.
* {{Foil}}: To the ''Alpha Wolf''. Both were intended as next-generation assault mechs that made use of newer technology in order to proactively avoid getting hit and thus lower the risk of being destroyed by unlucky headshots. Whereas the ''Alpha Wolf'' accomplishes this through modest speed for an assault and Stealth Armor’s reliable protection at long and medium range, the ''Jade Phoenix'' trades armor and accuracy in exchange for the more versatile protection of speed afforded by its Partial Wing.
* JumpJetPack: Its Partial Wing system heavily encourages jump jet configurations by granting additional thrust. It’s entirely possible to go without jump jets using configuration D if one doesn’t mind the Partial Wings taking up space.
* LensmanArmsRace: An arms race that it technically lost. It was the product of heated competition between Clans Wolf and Jade Falcon as they churned out several new designs in their scramble to be the first and best equipped to conquer Terra.
* LightningBruiser: Special mention goes to configuration A, which uses Improved Jump Jets to achieve faster cruising speeds than the ''Ryoken'' whilst unloading a close-range barrage from its Ultra [=AC/20=] and Pulse Lasers.
* MadeOfExplodium: A notable weakness in configuration A is the two tons of [=AC/20=] ammo stored in the central torso right next to the engine, leaving CASE unable to help with damage control. The sheer density of volatile material transforms “risky” critical hits into “instant death.”
* MeaningfulName: Uses Aidan Pryde’s title as a subtle gesture of protest from its civilian caste designers against the brutal policies of Khan Malvina Hazen. In this respect, the ''Jade Phoenix'' became a symbol through many Trials of Grievance for warriors trying to revive what they see as a nobler past.
* NationalWeapon: Among the handful of totem mechs that various Clans model after their namesakes as a source of inspiration on the frontlines.
* OvershadowedByAwesome: Despite how it works on paper, the ''Jade Phoenix'' ultimately failed at turning the tide against Clan Wolf during Clan Jade Falcon’s rush for Terra. Among the reasons why is that one of the (successful) design goals for Clan Wolf’s brand new ''Alpha Wolf'' was countering Jade Falcon tactics.
* SuperiorSuccessor: Behaves in a similar role to the ''Victor'' as an assault mech of respectable ground speed that relies on jump jets to engage the enemy from a superior position, albeit with greater armor tonnage, firepower, and maneuverability.
* TheWorkhorse: Explicitly intended to be one, though the Prime configuration stands out for being able to jump and fire all of its weapons with a bare minimum of heat buildup until running out of ammo cuts its firepower in half. Other configurations generally follow a similar pattern of making an assault chassis behave like a heavy with extra armor.

!!Linebacker

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/linebacker_rgilclan_v06.png]]
[[caption-width-right:350:[[Film/TopGun I feel the need, The need for speed.]]]]

-->Production Year: 3052\\
Weight Class: Heavy ([=OmniMech=])\\
Mass: 65 tons

Designed by the post-Clan Invasion Clan Wolf to replace the then-aging ''Timber Wolf'', the ''Linebacker'' was designed to address the perceived lack of mobility of its predecessor. The ''Timber Wolf'' would frequently find itself being outrun by the rest of its Starmates, which limited the operational speed and effectiveness of the entire unit. Upon perceiving this issue, Clan Wolf-in-Exile comissioned the ''Linebacker'' to upgrade their Touman. Outfitted with a gigantic 390 XL engine, the ''Linebacker'' sometimes rivals light 'Mech designs in terms of speed, while being able to carry a variety of lighter, yet quite dangerous loadouts.
----



!!Mist Lynx[=/=]Koshi

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_koshi.png]]
[[caption-width-right:350:Just don't bring up the reporting name [[BilingualBonus in French-speaking sections of the [=FedSuns=].]]]]

-->Production Year: 2926\\
Weight Class: Light ([=OmniMech=])\\
Mass: 20 tons

A light second-generation [=OmniMech=] designed as a workhorse scout, the ''Mist Lynx'' is a focused intelligence-gathering platform with high mobility and light weaponry (for a Clan 'mech) that was used by all Invader Clans during the Clan Invasion. As a first-line 'mech of the Clan war-machine, which would inevitably herald the arrival of a full assault, the Draconis Combine nicknamed the 'mech "Koshi", or "small death".

to:

!!Mist Lynx[=/=]Koshi

!!Summoner[=/=]Thor

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_koshi.org/pmwiki/pub/images/summoner.png]]
[[caption-width-right:350:Just don't bring up the reporting name [[BilingualBonus in French-speaking sections of the [=FedSuns=].]]]]

[[caption-width-right:350:[[Music/{{Queen}} Very, very frightening]].]]

-->Production Year: 2926\\
2872\\
Weight Class: Light Heavy ([=OmniMech=])\\
Mass: 20 70 tons

A light second-generation The signature 'mech of Clan Jade Falcon, the ''Summoner'' is a 70-ton [=OmniMech=] designed as for jump capability and flexibility. Featuring a workhorse scout, the ''Mist Lynx'' is a focused intelligence-gathering platform with high good mixture of armour, mobility and light weaponry (for a Clan 'mech) pod space, the ''Summoner'' is an all-purpose frontline 'mech that was used nicknamed the "Thor" by all Invader Clans the Federated Commonwealth during the Clan Invasion. As a first-line 'mech of the Clan war-machine, which would inevitably herald the arrival of a full assault, the Draconis Combine nicknamed the 'mech "Koshi", or "small death".Invasion, due to its LB 10-X and [=ClanTech=] ERPPC throwing both lightning and thunder at anything in its path.



* AntiInfantry: Well over half of its configurations are dedicated wholly or partially to anti-infantry support weapons. The G configuration mounts eight heavy machine guns, allowing it to massacre infantry at point-blank range.
* ArmCannon: Its omnipods are all mounted on its arms, meaning the ''Mist Lynx'''s weaponry are all of this kind.
* BoringButPractical: Unusually for a Clan Omnimech, who are usually built to kick ass and take names in the Circle of Equals, the ''Mist Lynx'' is a dedicated scout and uses most of its weight on an Active Probe, Jump Jets and enough weaponry for quick skirmishes at best.
* JackOfAllTrades: While the chassis size and weight heavily limits just how battle-focused the ''Mist Lynx'' can become, it has a wide variety of configurations that allows it to specialize in AntiInfantry or 'mech hunting at a variety of ranges. The prime configuration carries weapons that allow it to fight at any range, though it is not particularly dangerous at any of them.
* JumpJetPack: Carries seven of them that are hard-bolted into the chassis and therefore not replacable through Omnipods.
* MadeOfExplodium: The Prime configuration carries three different ammo-using weapons and no lasers at all, and has a nasty tendency to explode. Because it is Clan 'mech, CASE will keep ammo explosions from fully crippling it however.
* MeaningfulName: On its own the "Koshi" was not a particularly fearsome opponent, but it tended to herald the arrival of the "Daishi" (Dire Wolf) and the two 'mechs thus became linked in the Combine's mind.

!!Nova[=/=]Black Hawk

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_nova.png]]
[[caption-width-right:350:BeamSpam on legs.]]

-->Production Year: 2870\\
Weight Class: Medium ([=OmniMech=])\\
Mass: 50 tons

One of the first [=OmniMech=] designs, the ''Nova'' is a highly configurable design created by Clan Hell's Horses to carry a wide variety of [=OmniPods=] as well as serve as an Elemental carrier. The Inner Sphere quickly came to know its primary configuration of twelve deadly [=ClanTech=] lasers during the Clan Invasion, christening it the "Blackhawk".

to:

* AntiInfantry: Well over half of ArmCannon: As with most Clan Mechs, the arms are designed to hold its configurations are dedicated wholly or partially to anti-infantry support weapons. main weapons.
* InventionalWisdom:
The G Prime configuration has an LB 10-X Autocannon, which can fire solid or cluster munitions, and an LRM-15. It only has one ton of cluster munitions for the autocannon, but two tons of LRM ammo[[note]]This means that one of the main advantages of LB-X autocannons, the ability to swap between cluster or solid munitions, is lost[[/note]]. Swapping one ton of [=LRMs=] for a ton of autocannon slugs is a common fan repod.
** A similar issue dogs the A configuration, which
mounts a large pulse laser, SRM-6 launcher, and Gauss rifle. The SRM-6 launcher, arguably a secondary weapon at best, receives two tons of ammo for a total of 30 rounds of fire--more than the 'Mech could ever hope to use. On the other hand, the Gauss rifle is its main gun yet receives just one ton of ammo, for a miserly eight heavy machine guns, allowing it to massacre infantry at point-blank range.
* ArmCannon: Its omnipods are all mounted on its arms, meaning the ''Mist Lynx'''s weaponry are all of
shots total. The reason for this kind.
* BoringButPractical: Unusually
highly questionable allocation? The technical readout calls this configuation a 'renowned infighter'...despite its two main guns being most respected for their long engagement ranges. Fans also often swap out a ton of SRM ammo for a Clan Omnimech, who are usually built to kick ass and take names in the Circle ton of Equals, the ''Mist Lynx'' is Gauss ammo, making things a dedicated scout and uses most of its weight on an Active Probe, Jump Jets and enough weaponry for quick skirmishes at best.
bit more sensible.
* JackOfAllTrades: While Most Clan [=OmniMechs=] (at least, at the chassis size and weight heavily limits just how battle-focused time the ''Mist Lynx'' can become, it has Clans were introduced) tend to focus on a wide variety of battlefield role, with the different Omnipod configurations being specializations within that allows it role[[note]]All ''Dasher''s are scout 'Mechs, with some configurations able to specialize in AntiInfantry damage opponents or 'mech hunting at defend themselves, others designating targets for a variety of ranges. follow-up force, others being pure get-in-look-around-get-out, etc.[[/note]]. The prime configuration carries weapons that allow it to fight at any range, though it ''Summoner'' is not particularly dangerous at any of them.
a do-anything machine, with different configurations filling completely different roles on the battlefield.
* JumpJetPack: Carries seven The ''Summoner'' carries five permanently-mounted jump jets, meaning that no matter what configuration it's packing at the moment, it still has excellent mobility for a heavy Mech.
* LightningBruiser: A 70-ton Heavy 'Mech with jump jets, the ''Summoner'' is quite nimble, has solid armor, and packs a decent punch for its weight.
* LightningGun: In the Prime configuration, carries a PPC in the right arm.
* MacrossMissileMassacre: Many of the Summoner's configurations pack a missile launcher of some kind. Some
of them that are hard-bolted into the chassis and therefore not replacable through Omnipods.
* MadeOfExplodium:
carry a ''lot'' of missiles. The Prime configuration carries three different ammo-using weapons in LRM-15, good but not great for a heavy 'Mech. The Summoner B packs two LRM-20s, two SRM-4s, a NARC missile beacon, and no lasers at all, and has a nasty tendency an Anti-Missile system because dammit, it's the only one allowed to explode. invoke this trope. The G model brings ''six'' SRM-4s to the fight, because apparently someone thought it was funny.
-->'''Tex Talks [=BattleTech=]:'''
Because it is Clan 'mech, CASE will keep ammo if you're gonna die to ammunition explosions from fully crippling it however.
you might as well be seen ''from orbit''.
* MeaningfulName: On its own The ReportingName of "Thor" lets you know [[ShotgunsAreJustBetter exactly what]] [[ShockAndAwe you're in for]].
* MixAndMatchCritters: Its design is largely composed of bits of other 'Mechs, most prominently
the "Koshi" was not cockpit and missile pod from a particularly fearsome opponent, but it tended to herald the arrival of the "Daishi" (Dire Wolf) Thunderbolt, a Madcat's right arm and the two 'mechs thus became linked distinctive high-heeled feet of an Archer.
* NonindicativeName: The Clan name of "Summoner" does little other than sound cool.
* OvershadowedByAwesome: Compare the ''Summoner'' Prime's loadout to that of the ''Timber Wolf'' prime, which is just 5 tons heavier. The ''Summoner'' lacks an Endo-Steel internal structure (''the'' most efficient way to free up extra weight in a 'Mech's chassis), meaning that compared to the 75-ton ''Timber Wolf'', the 70-ton ''Summoner'' has a depressing lack of pod space tonnage. The ''Summoner'' is still quite capable as a Clan heavy 'Mech, but will never approach the levels of ass-kickery the ''Timber Wolf'' can accomplish.
* ReportingName: Victor Steiner-Davion codenamed the 'Mech "Thor," since with the autocannon and PPC, it hurls thunderbolts and lightning, just like [[Myth/NorseMythology the Norse god]], not to mention its strong resemblance to the earlier Thunderbolt Battlemech, sharing its distinctive off-center cockpit and drum-shaped missile launcher.
* ShotgunsAreJustBetter: In the Prime configuration, carries an LB 10-X autocannon loaded with cluster munitions
in the Combine's mind.

!!Nova[=/=]Black Hawk

left arm.
* WeaponOfChoice: It was as close to a NationalWeapon as the Jade Falcons had, but it also had numerous well-known pilots who preferred it, including Aidan Pryde and his sibkin Khan Marthe Pryde.
* TheWorkhorse: Oddly for a Clan design, considering Clanners usually prefer the newest weapons they can field. The ''Summoner'' was barely a second-generation Omnimech, and while the Jade Falcons (who introduced and loved the design) had largely replaced it with the ''Grand Summoner'' in the late 31st century, the Hell's Horses picked up production, making it the oldest continuously-produced Omnimech in existence.

!!Timber Wolf[=/=]Mad Cat

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_nova.png]]
[[caption-width-right:350:BeamSpam on legs.
org/pmwiki/pub/images/madcat_2.jpeg]]
[[caption-width-right:350:''The'' Clan Heavy 'Mech.
]]

-->Production Year: 2870\\
2945\\
Weight Class: Medium Heavy ([=OmniMech=])\\
Mass: 50 75 tons

One The SeriesMascot of ''Battletech'', the first ''Timber Wolf'' is the platonic ideal of a Clan [=OmniMech=] designs, and the ''Nova'' is a highly configurable design created by Clan Hell's Horses to carry a wide variety symbol of [=OmniPods=] as well as serve as the Clans' technological superiority. Featuring the speed of an Elemental carrier. The Inner Sphere quickly came medium 'mech, the armour of an assault and as much firepower as an Inner Sphere lance in one combined package, the ''Timber Wolf'' was the signature weapon of Clan Wolf and rarely seen outside the hands of the Clan's bloodnamed. Its resemblance to know its primary configuration the Inner Sphere ''Catapult'' and ''Marauder'' gave it the Inner Sphere callsign of twelve deadly [=ClanTech=] lasers "Mad Cat," the first Clan 'mech to be classified by [=ComStar=] during the Clan Invasion, christening it the "Blackhawk".invasion from gun camera footage recovered from Phelan Kell's ''Wolfhound''.



* AbnormalLimbRotationRange: With Quirks active, the ''Nova'' has "No Torso Twist", limiting the fire arc of its weapons. Also, unlike most Clan [=OmniMechs=], the ''Nova'' includes lower arm and hand actuators, preventing it from flipping its arms backwards to shoot behind it.
* AwesomeButImpractical: The Prime configuration mounts twelve ER Medium Lasers, enough BeamSpam to put serious hurt on any enemy it encounters. It has nowhere near enough Double Heat Sinks to fire all of them without getting into trouble. It can sink 36 heat a turn, while it can generate a total of ''sixty-five'', meaning firing everything jumps you immediately one heat shy of "[[NoSavingThrow Automatic Shutdown]]."
* BeamSpam: Twelve ER Medium Lasers in the Prime Configuration.
* DeathOrGloryAttack: The Prime configuration's AlphaStrike will overheat the Mech to the point of nearly shutting it down, as mentioned, but it will put out an incredible amount of damage. Being designed for the Clan style of combat - rapid, decisive duels with maximum firepower - plays a large part in this. Thankfully most of the other configurations put out less insane amounts of heat...except for the "H" configuration, which can sink 40 heat while generating ''seventy-five'' thanks to leaning even harder into the BeamSpam with ten Heavy Medium Lasers.
* JackOfAllTrades: Much like the ''Summoner'', the ''Nova''[='=]s alternate configurations give it wildly different battlefield roles. The Prime configuration is basically a midrange brawler, with alternate configurations for sniping or LRM fire support.
* JumpJetPack: Also like the ''Summoner'', the ''Nova'' carries five hard-wired jump jets. This means that while it's not particularly fast for a medium 'Mech by Clan standards, it remains very maneuverable.
* MeaningfulName: The Clans call this 'Mech the ''Nova'', because it resembles a smaller version of the earlier Supernova, and because its Prime configuration can fire a barrage of laser light comparable to one. Nova is also the name of a Clan formation consisting of a 'Mech Star and Elemental Star, and the Nova 'Mech works well in such a formation due to its loadouts having most of their weapons in their arms, allowing it to fire them while carrying a full squad or "Point" of Elementals.
* OvershadowedByAwesome: Oddly for a Clan [=OmniMech=]. While devastating by Inner Sphere standards and remarkably affordable by Clan standards, the ''Nova'' only has twenty percent of its mass available for weaponry or equipment where better-known Clan designs have a third or more.
* YouDontLookLikeYou: Its distinctive body plan was altered to a more conventional one for gameplay purposes in ''Mechwarrior Online'' to allow its arms and legs to move independently.

!!Pulverizer

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wolverine_pulverizer.gif]]
[[caption-width-right:350:Clan Wolverine's ultimate achievement.]]

-->Production Year: 2823\\

to:

* AbnormalLimbRotationRange: With Quirks active, the ''Nova'' has "No Torso Twist", limiting the fire arc of its weapons. Also, unlike most Clan [=OmniMechs=], the ''Nova'' includes lower arm and hand actuators, preventing it from flipping its ArmCannon: The arms backwards are designed to shoot behind it.
hold the main damage-dealing weapons of whatever configuration is being used. By default, this is a [=ClanTech=] ER Large Laser (as dangerous as an Inner Sphere PPC) in each arm with an underslung ER Medium Laser, but altenative configurations mount Gauss Rifles, Ultra Autocannons, or [=ERPPCs=].
* AwesomeButImpractical: AwesomeButImpractical:
**
The Prime configuration especially mounts twelve ER Medium Lasers, enough BeamSpam to put serious hurt on any enemy ''way'' more weapons than it encounters. It has nowhere near enough can effectively use, even with Double Heat Sinks to fire all manage their prodigious heat. Though to be fair, it is intended to use each set of them without getting weapons in varying "range brackets" (though Clan weapons tend to have no minimum ranges, making alpha striking at close targets very tempting. . . until the heat gauge spikes).
** Like most Clan [=OmniMech=]s, the Timber Wolf is expensive. Really, really expensive. In-universe it costs almost 25 million C-bills in equipment and man-hours to construct, almost as much as four ''Awesome''s.
** As mentioned below in NoExportForYou, there was only a single production facility ''anywhere'' building Timber Wolves, which is great for boutique items but not so much for war machines. As a result, spare parts and spare machines were in perpetually short supply and had to be shipped along a horrendously long supply line from Clan space. This situation would only worsen thanks to the schism of Clan Wolf, the devastation of the Refusal War, the chaos of the Jihad and the cutoff from the Kerensky Cluster during the Wars of Reaving. It would take until the late 3070's for the Wolves to finally build a new factory and begin producing new ''Timber Wolves'' in the Inner Sphere, and even then, it was ''still'' just one factory.
* BadassBack: A rarity among Clan mechs, whose pilots obviously prefer fighting head on, the D configuration has two rear-facing SRM-6 launchers. While unpopular in the controlled honor duels of the Kerensky Cluster, having such a powerful option in case of an ambush proved invaluable during the open warfare conditions of the Inner Sphere.
* ChickenWalker: Much like the ''Marauder'' and ''Catapult'' that gave it its ReportingName.
* CloseRangeCombatant: Designed explicitly for urban combat, configuration S literally flies in the face of traditional ''Timber Wolf'' design philosophy by using its jump jets to leap
into trouble. It can sink 36 heat a turn, while it can generate a total knife fight range, where its suite of ''sixty-five'', meaning firing everything jumps you immediately one heat shy Pulse lasers and SRM launchers rapidly shred its target. Machine guns are included just in case something manages to survive the initial blizzard of "[[NoSavingThrow Automatic Shutdown]]."
hideously accurate fire.
* BeamSpam: Twelve EvilCounterpart: The ''Timber Wolf Z'' was exclusively used by the Society during their attempted coup. Designed to compensate for their Warriors lack of actual battlefield experience, the Z configuration was armed with twin [[AlwaysAccurateAttack Improved ATM-9 launchers]], dual ER Large Lasers and Medium Lasers Pulse Lasers, all mated to a Clantech version of the C3 warfare suite. While very powerful and accurate, the twisted origins of the Z meant that the only Clans who encountered them would scrap them rather than use such a disgraceful weapon.
* FountainOfExpies: The classic Timber Wolf shape, with its "Attack Helicopter nose on ChickenWalker legs" design, with paired arm and shoulder weapons, quickly became a popular standard for making "mechs" in various media.
* JackOfAllTrades: While certainly not possessing any serious weaknesses at closer ranges, the Wolves still felt that a more generalist configuration of the ''Timber Wolf'' wouldn't go amiss, giving rise to configuration B. Armed with a Gauss Rifle, Large and Small pulse lasers, and Artemis-IV enabled [=LRMs=] and [=SRMs=], the ''Timber Wolf B'' is much more capable in a sustained close range fight, if a bit less remarkable at long range. This adaptability won the variant many proponents in the face of the unpredictable battlefields of Operation REVIVAL.
* LightningBruiser: The initial reports of the "Mad Cat" shocked the Inner Sphere. As fast as an Inner Sphere medium 'mech, better armed than Inner Sphere assault 'mechs, and carrying more armour than most Inner Sphere heavy 'mechs, all in one lethal package. Compare the weapons loadout of the ''Atlas'' - the ''Timber Wolf'' mounts roughly '''twice''' the raw firepower as the archetypal Inner Sphere 100-ton Assault 'Mech.
* LightningGun: Several configurations have at least one ER PPC, with the D configuration mounting two.
* LongRangeFighter: Most of the Timber Wolf's prime configuration weapons have a lot of range, letting it pummel enemies long before they can return fire. Since it is an [=OmniMech=] this is of course not true of every configuration, but it rarely mounts anything with shorter range than an AC/5.
* NoExportForYou: In-universe. Clan Wolf designed it and very jealously guarded the production rights, to the point that prior to the invasion there was only a single production facility on the Clan capitol world and other Clans had only procured any through gifts, trade, and salvage. The Inner Sphere came up with a knockoff in the ''Rakshasa'' that doesn't have nearly the same capabilities due to Clan tech superiority.
** In a grand case of irony, the derivative ''Mad Cat Mk. II'', ''III'' and ''IV'' were deliberately designed to be sold to foreign customers by Clan Diamond Shark, whose understanding of branding led them to trade on the fearsome reputation of the original by using the ''Timber Wolf's'' Spheroid ReportingName.
* ReportingName: "Mad Cat." The overall silhouette is similar to both the ''Marauder'' and ''Catapult'' of the Inner Sphere, while the boxy shoulder missile launchers are straight off a ''Catapult''. As a result, when first encountered by the Inner Sphere, the warbook programs couldn't decide if the opposing 'Mech was a ''Marauder'' (MAD) or ''Catapult'' (CAT), [[https://youtu.be/LD6S0fTY_ao?t=57 flipping back and forth between the two.]]
* SeriesMascot: Has become one of, if not '''the''' most recognizable 'Mech of the franchise, and gracing the covers of many, many sourcebooks. It's as fiercely beloved and protected by ''[=BattleTech=]''[='=]s owners as the owners of ''TabletopGame/DungeonsAndDragons'' protect the Beholder, or Games Workshop the [[TabletopGame/Warhammer40000 Adeptus Astartes]] (in fact, the whole Unseen debacle was kicked off by a lawsuit from FASA against ''Exo Squad'' creating a design a little too close to the ''Mad Cat'' for their liking). Because of its fame in-universe and out, it has a large number of official [=OmniPod=] configurations, as well as successor designs. The ''Mad Cat Mk II'' is a 90-ton Assault 'Mech based on the ''Timber Wolf'' hull, the ''Mad Cat III'' is the design scaled-down to a Medium 'Mech, and the ''Mad Cat Mk IV (Savage Wolf)'' is a "modern" remake for the Dark Ages.
* ShouldersOfDoom: Quite literally:
in the Prime Configuration.
* DeathOrGloryAttack: The Prime configuration's AlphaStrike will overheat the Mech
configuration, each shoulder is an LRM-20 missile launcher, raining up to the point 40 points of nearly shutting it down, as mentioned, but it will put out an incredible amount of damage. Being designed for the Clan style of combat - rapid, decisive duels with maximum firepower - plays damage on a large part in this. Thankfully most of the other target from ridiculous distance. Most configurations put out less insane amounts some kind of heat...except for missile launchers in the "H" configuration, which can sink 40 heat while generating ''seventy-five'' thanks to leaning even harder into shoulders.
* SuperiorSuccessor: Designed from
the BeamSpam with ten Heavy Medium Lasers.
* JackOfAllTrades: Much like
ground up to replace the ''Summoner'', the ''Nova''[='=]s alternate configurations give it wildly different battlefield roles. The Prime configuration is basically a midrange brawler, with alternate configurations for sniping or LRM fire support.
* JumpJetPack: Also like the ''Summoner'', the ''Nova'' carries five hard-wired jump jets. This means that while it's not particularly fast for a medium 'Mech by
venerable ''Woodsman'' in Clan standards, it remains very maneuverable.
* MeaningfulName: The Clans call this 'Mech
Wolf's arsenal, the ''Nova'', because it resembles a smaller version ''Timber Wolf'' succeeded beyond all expectations. By the time of the earlier Supernova, invasion, it was already a century old design and because its Prime configuration can fire a barrage of laser light comparable to one. Nova is also yet was still the name of a Clan formation consisting of a 'Mech Star and Elemental Star, and the Nova 'Mech works well Wolves biggest trump card in such a formation due to its loadouts having most of their weapons in their arms, allowing it to fire them while carrying a full squad or "Point" of Elementals.
* OvershadowedByAwesome: Oddly for a Clan [=OmniMech=]. While devastating by Inner Sphere standards and remarkably affordable by Clan standards, the ''Nova'' only has twenty percent of its mass available for weaponry or equipment where better-known Clan designs have a third or more.
* YouDontLookLikeYou: Its distinctive body plan was altered to a more conventional one for gameplay purposes in ''Mechwarrior Online'' to allow its arms and legs to move independently.

!!Pulverizer

any military consideration.
[[/folder]]

[[folder:Assault Mechs]]

!!Bane[=/=]Kraken

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wolverine_pulverizer.gif]]
[[caption-width-right:350:Clan Wolverine's ultimate achievement.]]

org/pmwiki/pub/images/somebody_order_some_dakka.png]]
[[caption-width-right:350:[[Webcomic/SchlockMercenary There is no "overkill". There is only "open fire" and "I need to reload".]]]]
[[caption-width-right:250:[[labelnote:Click here to see the Unseen design]]https://static.tvtropes.org/pmwiki/pub/images/kraken_prime.jpg]][[/labelnote]]

-->Production Year: 2823\\2827\\



Mass: 90 tons

Created by Clan Wolverine as the first truly original Clan 'Mech design in the years following the end of the Pentagon Wars, the ''Pulverizer'' was an assault-class command 'Mech designed to carry the early prototypes of what would later become the Clan standards for 'Mech weaponry. Following the Wolverines' Annihilation the 'Mech design was picked up -- and produced in small numbers -- by Clan Snow Raven.

to:

Mass: 90 100 tons

Created by Clan Wolverine as the first truly original Clan 'Mech design Based on a Star League prototype that was never manufactured in the years following Inner Sphere, the end of venerable ''Bane'' served the Pentagon Wars, the ''Pulverizer'' was an Clans well as assault-class command 'Mech designed to carry fire support 'mech until the early prototypes invention of what would later become the [=OmniMech=]. During the Clan standards for 'Mech weaponry. Following the Wolverines' Annihilation the 'Mech design was picked up -- and produced in small numbers -- Invasion it served as a second-line garrison 'mech especially favoured by Clan Snow Raven.Jade Falcon, wielding its massive weaponry against Inner Sphere counterattacks.



* BeamSpam: Three-quarters of the weapons are energy-based.
* ChestBlaster: Two, in fact - the ER PPC is in the right torso and the LRM-10 launcher in the left.
* LightningBruiser: It carries a ''large'' standard engine that makes up over a third of the design's total weight, but also makes it very fast for an assault 'Mech. Despite that limitation and only using Star League-era weapons in the original design, it has a respectable damage output.
* LightningGun: Its main weapon is an Enhanced PPC, an improvment over the at-the-time cutting-edge Inner Sphere ERPPC.
* LongRangeFighter: With two Large Lasers, an Enhanced ER PPC, and an LRM-10, this 'Mech is set up to [[MeaningfulName pulverize]] an opponent at long range.
* NationalWeapon: In the short time between the development of the ''Pulverizer'' and the Trial of Annhilation against Clan Wolverine, the ''Pulverizer'' became their signature 'Mech, used by their most skilled and formidable warriors, and exacting a terrible toll on Clan forces arrayed against them. {{Subverted}} as the 'Mech was salvaged and eventually reproduced by the other Clans, who politely ignored its origin with now Not-Named Clan.
* SuperiorSuccessor: Received one in the ''Kingfisher,'' a second-generation [=OmniMech=] from Clan Snow Raven.
* SuperPrototype: In some ways, ''the'' first all-new 'Mech developed by the Clans (Clan Wolverine had designed other new 'Mechs previously, but they were heavily based on previous Inner Sphere designs). A formidable Command 'Mech mounting the all-new Enhanced PPC, precursor of the dreaded Clan ERPPC (the Enhanced PPC enjoys the same range advantage as the ER, and deals 12 damage as opposed to the Inner Sphere ERPPC's 10, exactly enough to make a "headchopper"). ''Pulverizer''s acquitted themselves admirably during the Wolverine Annihilation, with the other Clans rushing to salvage as many of them as they could to produce the 'Mech themselves.
* WalkingTechbane: The "final" version that was entirely upgraded with Clan-spec equipment added an ECM suite.

!!Stormcrow[=/=]Ryōken

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_stormcrow.png]]
[[caption-width-right:350:[[TabletopGame/MagicTheGathering Stormcrow descending, batchalls unending. Stormcrow departing, BULLDOG is starting.]]]]

-->Production Year: 2930\\
Weight Class: Medium ([=OmniMech=])\\
Mass: 50 tons

A widely-used Clan medium [=OmniMech=], the ''Stormcrow'' is a 55-ton design originally created by Clan Hell's Horses during the twilight of the Golden Century. Falling in the centre of 'mech weight distributions and armed with pods favouring tested-and-true Clan technology, the ''Stormcrow'' was nicknamed "Ryōken", or "hunting dog", by the Combine for its combination of speed and offensive firepower.

to:

* BeamSpam: Three-quarters of AchillesHeel: The ''Bane'' is predisposed to absolutely gargantuan ammo explosions thanks to its designers being very keen to head off the issues of supplying so many weapons are energy-based.
* ChestBlaster: Two, in fact - the ER PPC is in the right torso and the LRM-10 launcher in the left.
* LightningBruiser: It carries a ''large'' standard engine that makes up over a third
at once. To their credit, most variants of the design's total weight, mech carry enough ammo to keep every gun on it firing constantly for several minutes, with particular note going to the ''sixteen tons'' of LRM ammo aboard the ''Bane 3'', but also makes it very fast for an assault 'Mech. Despite that limitation and only using Star League-era weapons in the original design, it has a respectable damage output.
* LightningGun: Its main weapon is an Enhanced PPC, an improvment over the at-the-time cutting-edge Inner Sphere ERPPC.
* LongRangeFighter: With two Large Lasers, an Enhanced ER PPC, and an LRM-10, this 'Mech is set up
even with CASE to [[MeaningfulName pulverize]] an opponent at long range.
* NationalWeapon: In the short time between the development
contain any unforseen early ignitions, portions of the ''Pulverizer'' and the Trial of Annhilation against Clan Wolverine, the ''Pulverizer'' became their signature 'Mech, used by their most skilled and formidable warriors, and exacting a terrible toll on Clan forces arrayed against them. {{Subverted}} as the 'Mech was salvaged will explode in a fireball visible from space.[[labelnote: In numbers]] For the Battlemath fans in the crowd, if a ''Bane 3'' suffers an ammo explosion without firing once, it immediately takes '''1,920 points''' of damage. This is equivalent to a direct hit from multiple [=WarShip=] grade weapons, and eventually reproduced would be sufficient to obliterate almost two lances worth of ''Atlases''.[[/labelnote]]
* AntiAir: Carrying ten of the the second longest-ranged weapon in the game (only beaten
by the LB-2X) and the ability to fill any nearby airspace with lead, the ''Bane'' Prime is a nightmare to aircraft.
* AwesomeButImpractical: The ''Bane'' Prime carries ten AC/2 autocannons, providing it near unparalleled range and CriticalHit ability while being completely heat-neutral off its engine heatsinks alone. However, an AlphaStrike of 40 damage is fairly anemic for a Clan 'mech, and double-firing will, statistically, jam one of its guns every
other Clans, who politely ignored its origin with now Not-Named Clan.
* SuperiorSuccessor: Received one
turn or so[[note]]an infamous story in the ''Kingfisher,'' ''Battletech'' fandom tells of a second-generation [=OmniMech=] from Clan Snow Raven.
* SuperPrototype: In some ways, ''the'' first all-new 'Mech developed by
player who managed to jam ''seven'' of the Clans (Clan Wolverine had designed other new ''Bane'''s [[EpicFail guns in a single round of shooting]][[/note]]. The ''Bane'' also stands in real danger [[ARareSentence of running out of AC/2 ammo]] if you do so.[[labelnote:Explanation]]AC/2 ammo has 45 shots per ton, more than enough for most engagements when firing up to three times per turn. With four tons of Ultra AC/2 ammo, 180 shots, the ''Bane'' has 9 turns of ammo; most battles tend to run about fifteen turns.[[/labelnote]]
* CriticalHitClass: Depending on large volumes of low-damage hits, the Prime and 3 configurations are extremely lethal to any 'mech whose armour has been stripped off, but the rarity of through-armour criticals means it will rarely do that much to an armoured section (well, the Prime anyhow. The 3 variant, not so much).
* HeWhoMustNotBeSeen: Part of the "second wave" of Unseen
'Mechs previously, but designed by the Japanese company Victor Musical Industries. While not taken from existing anime (though many take design cues from series such as ''Franchise/{{Gundam}}'' and ''Anime/{{Patlabor}}'') they were heavily based on previous Inner Sphere designs). A formidable Command 'Mech mounting dropped by FASA in the all-new Enhanced PPC, precursor wake of the dreaded Clan ERPPC (the Enhanced PPC enjoys lawsuits over the same range advantage as the ER, and deals 12 damage as opposed earlier Unseen designs due to trepidation over using anything not developed in-house.
* MacrossMissileMassacre: The ''Bane'' 3 replaces its autocannons with eight [=ClanTech=] [=LRM-15s=],
to the Inner Sphere ERPPC's 10, exactly tune of 120 LRM missiles (or an entire ton of ammo) gone in a single AlphaStrike, comfortably out-missiling just about every 'mech in the game and [[DeathByAThousandCuts sandblasting]] just about anything unlucky enough to make stand at the receiving end.
* MoreDakka: The ''Bane'' Prime mounts ten Ultra [=AC/2s=], making it capable of 20 shots per round. The 2 configuration replaces it with four Ultra [=AC/10s=] instead, which is still
a "headchopper"). ''Pulverizer''s acquitted themselves admirably very respectable amount of ballistic firepower (and deals twice the actual damage, albeit at less than half the range of the Prime).
** Later variants would (naturally) get Rotary Autocannons or Hyper Assault Gauss, with the ''Bane'' 5 being capable of wielding Rotary [=AC/2=]s for 24 shots per round, and the ''Bane'' 7 wielding two [=HAG-40s=] for ''80'' shots per round.
* RangedEmergencyWeapon: Every configuration of the ''Bane'' carries at least one of these for point-blank fighting, with the standard being a quartet of Machine Guns for countering infantry rushes.
* {{Whoring}}: A 'mech built around the concept, the primary ''Bane'' configurations all feature multiples of a single, primary weapon all feeding off the same ammo. It wasn't until the Jihad that Clan Jade Falcon's scientists came up with the idea of mounting multiple types of guns on the thing, creating the 4 and XR variants (though given it was pretty much a garrison 'mech at that point, it was probably more of a desperation move than anything).
* TheWorkhorse: The ''Bane'' is an ancient design by Clan standards, having been introduced over two centuries prior to the Invasion and a scant five years after Operation Klondike, yet it was still in production
during the Wolverine Annihilation, with early stages of the other Clans rushing to salvage as many of them as they could to produce Refusal War. It has the 'Mech themselves.
* WalkingTechbane: The "final" version
distinction of being one of the few regular Battlemechs still in Clan use by that was entirely upgraded with Clan-spec equipment added an ECM suite.

!!Stormcrow[=/=]Ryōken

point, predating the invention of the Omnimech by a good half century.

!!Dire Wolf[=/=]Daishi

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_stormcrow.png]]
[[caption-width-right:350:[[TabletopGame/MagicTheGathering Stormcrow descending, batchalls unending. Stormcrow departing, BULLDOG is starting.]]]]

org/pmwiki/pub/images/455px_4vm2e4mmr5chhiqxsfeln0lutcovjmr.jpg]]
[[caption-width-right:350:Great Death comes for you.]]

-->Production Year: 2930\\
3010\\
Weight Class: Medium Assault ([=OmniMech=])\\
Mass: 50 100 tons

A widely-used One of the most feared Clan medium [=OmniMech=], assault [=OmniMech=]s, or just one of the ''Stormcrow'' is a 55-ton design originally most feared 'mechs period, the ''Dire Wolf'' was created by Clan Hell's Horses Wolf in the early 31st century in expectation of an invasion of the Inner Sphere, but quickly became associated with Clan Smoke Jaguar after they won manufacturing rights for the death-machine. Nicknamed "Daishi", or "Great Death", by [=MechWarriors=] of the Draconis Combine during the twilight Clan Invasion, few things on a 31st century battlefield can be said to be more daunting than having to face any variant of this monstrosity head-on.
-----
* AwesomeButImpractical: Filling its 50.5 tons of pod space with weapons invariably results in a loadout that's lucky if it can shoot half of them without overheating. Striking a balance between firepower and heat efficiency within the available critical space is surprisingly challenging. It also costs a cool 29 million C-Bills and change, over three times the cost of an ''Atlas''.
* DifficultButAwesome: Is the Dire Wolf scary? Yes, yes it is, but, as already established, its hard to choose an appropriate weapons loadout that wont cook the pilot in a matter of minutes, add to that the fact that its ''very'' slow and ''very'' large, making it an incredibly inviting target. So, any pilot driving one should be ''very'' good at what they do, because if they aren't, they'll be driving a glorified 100 ton pressure cooker that will either catch on fire with them in it because they fired their weapons too fast, get the crap shot out of them due to being in an unfortunate position, or both.
* TheDreaded: For centuries, the denizens
of the Golden Century. Falling Inner Sphere thought the ''Atlas'' was the scariest [=BattleMech=] in the centre of 'mech weight distributions and armed with pods favouring tested-and-true Clan technology, universe. The ''Dire Wolf'' proved them wrong.
* FollowTheLeader: Downplayed. The Inner Sphere couldn't quite copy
the ''Stormcrow'' was nicknamed "Ryōken", or "hunting dog", by ''Dire Wolf'', so the Combine Lyran Commonwealth took definite design cues from it for its combination of their ''Hauptmann'' [=OmniMech=].
* MightyGlacier: It's got roughly the same cruising
speed and offensive firepower.armor protection of an ''Atlas'', so it's not setting any speed records, but God help you if it gets you in its sights.
* NamesToRunAwayFromReallyFast: "Dire Wolf" is intimidating, yes, but the Draconis Combine warriors who faced this called it "Daishi", or "Great Death."
* NoExportForYou: InUniverse, Clan Smoke Jaguar beat Clan Wolf to the production rights in a Trial of Possession (which rumor has it was fought dishonorably) and jealously guarded them until Ulric Kerensky won rights for Clan Wolf to produce the 'Mech as well. Between Clan Wolf and Clan Smoke Jaguar, production rights were heavily defended, with the only ''Dire Wolves'' outside those Clans earned through salvage, gifts, or trade. The Wolf's Dragoons also managed limited production on Outreach, building enough to earn their own distinct variant designation.
* WalkingArsenal: A 100-ton [=OmniMech=] with 50.5 tons of pod space for modular weapons and equipment, every configuration is inevitably this trope. As a for instance, the Prime configuration mounts 4 ER Large Lasers, 4 Medium Pulse Lasers, 2 Ultra [=AC/5s=], and an LRM-10. Natasha Kerensky's personal configuration featured 2 [=ERPPCs=] and 2 Large Pulse Lasers, three ER Medium Lasers, an ER Small Laser, and an Ultra [=AC/20=].
* WeaponOfChoice: Most Clanners who could get one as their ride wouldn't use anything else, but after the testing on Outreach, The Wolf's Dragoons gifted one each to Hohiro Kurita and Victor Steiner-Davion, who each used a custom configuration. Natasha Kerensky favored one as her ride after rejoining the Clans.

!!Executioner[=/=]Gladiator

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/battletech_executionator.jpg]]
[[caption-width-right:350:Faster than it looks, and about as mean.]]

-->Production Year: 3001\\
Weight Class: Assault ([=OmniMech=])\\
Mass: 95 tons

Designed by Clan Ghost Bear at the tail end of the [=30th=] century as a refinement of an older Clan Burrock design, the ''Executioner'' epithomises the clan's values, being big, mobile, scary-looking and designed for long-ranged one-on-one combat. Its sizeable engine gives it less armour or weaponry than you'd expect from something that weight class, but sheer speed and maneuverability, including jumping ability, means the ''Executioner'' can pick and choose targets at its leisure.



* BeamSpam: The Prime configuration carries a pair of ER Large Lasers and three ER Medium Lasers and 22 Double Heatsinks, giving it decent Beam Spam capabilities without melting down on an AlphaStrike like the older ''Nova''.
* HitAndRunTactics: Designed by the Hell's Horses for this purpose, the ''Stormcrow'' depends on speed and surprise to take on targets it cannot reliably face in open combat.
* {{Irony}}: The Hell's Horses initially deployed the ''Stormcrow'' during the Battle of Tohsaka in an attempt to defend their primary 'mech plant, a battle they lost. The ''Stormcrow'' thus became a herald of the Hell's Horses switching to a much more tank- and combined arms warfare doctrine, and as a 'mech became much more affiliated with Clans Ghost Bear and Snow Raven.
* JackOfAllTrades: The ''Stormcrow'' contains the standard medium 'mech fusion of speed, armouring and firepower, all dialed up by [=ClanTech=] to the point that it can reliably chase many Inner Sphere light 'mechs while matching many Inner Sphere heavies in firepower. The only thing it lacks is a configuration with Jump Jets; practically everything else -- from knife-fighter to missile support -- can be found in one of its configurations.
* MacrossMissileMassacre: The ''Stormcrow'''s A and D configurations are both very missile heavy, both featuring at least one LRM-20 and several SRM racks on top of it.
* NonIndicativeName: Despite the name ''Stormcrow'', none of the 'mech's configurations are jump capable, or carries [[LightningGun PPCs]].

!!Summoner[=/=]Thor

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/summoner.png]]
[[caption-width-right:350:[[Music/{{Queen}} Very, very frightening]].]]

-->Production Year: 2872\\
Weight Class: Heavy ([=OmniMech=])\\
Mass: 70 tons

The signature 'mech of Clan Jade Falcon, the ''Summoner'' is a 70-ton [=OmniMech=] designed for jump capability and flexibility. Featuring a good mixture of armour, mobility and pod space, the ''Summoner'' is an all-purpose frontline 'mech that was nicknamed the "Thor" by the Federated Commonwealth during the Clan Invasion, due to its LB 10-X and [=ClanTech=] ERPPC throwing both lightning and thunder at anything in its path.

to:

* BeamSpam: AwesomeButImpractical: The Prime configuration carries ''Executioner'''s titanic engine and jump jets leaves it somewhat undergunned, having the speed and firepower of a Clan heavy while costing more than a ''Dire Wolf'' to build. While it has an impressive strategic speed and ability to engage in HitAndRunTactics, the rules of ''zellbrigen'' explicitly forbid breaking line-of-sight to one's opponent and leaves the ''Executioner'' outmatched by anything in its own weight- and price class.
* EmergencyWeapon: Carries
a pair of ER Large Lasers Machine Guns. These will, in 99% of cases, never be used by the ''Executioner'' until its arms have been blown up: Machine Guns are strictly point-blank AntiInfantry and three ER Medium Lasers and 22 Double Heatsinks, the last thing an ''Executioner'' would ordinarily be doing is fighting point-blank or bothering with infantry.
* JumpJetPack: Has four of them,
giving it decent Beam Spam capabilities without melting down on a lot of options for dealing with rough terrain.
* LightningBruiser: Weighing 95 tonnes, the ''Executioner'' has a ground and jumping speed of four and can go up to five using MASC, allowing it to briefly match a ''Charger'' or ''Gargoyle'' for speed. Thirteen tonnes of ferro-fibrous and
an AlphaStrike like the older ''Nova''.
* HitAndRunTactics: Designed by the Hell's Horses for this purpose, the ''Stormcrow'' depends on
of thirty-five isn't breaking any records, but combined with its excellent speed and surprise to take on targets it cannot reliably face in open combat.
* {{Irony}}: The Hell's Horses initially deployed
range the ''Stormcrow'' during ''Executioner'' can start and exit fights more or less at will.
* LongRangeFighter: Carrying a Gauss Rifle and two ER Large Lasers,
the Battle of Tohsaka in an attempt ''Executioner'' Prime is designed for long-range sniping, and has the speed to defend their primary 'mech plant, a battle they lost. The ''Stormcrow'' thus became a herald escape most things that outgun it.
** Most
of the Hell's Horses switching to a much more tank- and combined arms warfare doctrine, and as a 'mech became much more affiliated with Clans Ghost Bear and Snow Raven.
* JackOfAllTrades: The ''Stormcrow'' contains the standard medium 'mech fusion of speed, armouring and firepower, all dialed up by [=ClanTech=] to the point that it can reliably chase many Inner Sphere light 'mechs while matching many Inner Sphere heavies in firepower. The only thing it lacks is a configuration with Jump Jets; practically everything else -- from knife-fighter to missile support -- can be found in one of its configurations.
* MacrossMissileMassacre: The ''Stormcrow'''s A and D
alternative configurations are both designed for close combat, mounting Ultra [=AC/20s=] or Pulse Lasers instead. These variants often end up as a jump-capable alternative to the ''Kodiak''.
* NamesTheSame: Confusingly named after a Clan Burrock [=OmniMech=] designed a century earlier in-universe but introduced later out-of-universe. This was done in order to explain how some ''Executioners'' [[PlotHole in the book series carried loadouts that would be flatly illegal]] in the original ''Executioner'': The Burrock ''Executioner'' (known as the ''Executioner''-B, not to be confused with the ''Executioner'''s B configuration) has a much smaller engine and therefore more firepower.
* SkullForAHead: The ''Executioner'''s head looks skull-like or at least
very missile heavy, both angry.
* SuperiorSuccessor: It's essentially a Clan ''Banshee'',
featuring at least one LRM-20 the same high speed and several SRM racks long-ranged weaponry mounted on top of it.
* NonIndicativeName: Despite
a skull-headed, 95-tonne frame. Unlike the name ''Stormcrow'', none of ''Banshee'' the 'mech's configurations are jump capable, or carries [[LightningGun PPCs]].

!!Summoner[=/=]Thor

''Executioner'' is actually fairly dangerous in its base form, but it also comes with a price point to match.

!!Gargoyle/Man O' War

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/summoner.org/pmwiki/pub/images/gargoyle_rgilclan_v11.png]]
[[caption-width-right:350:[[Music/{{Queen}} Very, very frightening]].[[caption-width-right:350: It's like the ''Charger'' except it's actually good.]]

-->Production Year: 2872\\
2945\\
Weight Class: Heavy Assault ([=OmniMech=])\\
Mass: 70 80 tons

The signature 'mech of Clan Jade Falcon, the ''Summoner'' is a 70-ton [=OmniMech=] Originally designed for jump capability and flexibility. Featuring a good mixture of armour, mobility and pod space, alongside the ''Summoner'' ''Timber Wolf'' to replace the aging ''Woodsman'', the ''Gargoyle'' is an all-purpose frontline 'mech that was nicknamed impressive feat of engineering and design. While its weaponry is somewhat anemic for an 80 ton 'mech, it more than makes up for it by being one of the "Thor" by the Federated Commonwealth during the Clan Invasion, due to its LB 10-X and [=ClanTech=] ERPPC throwing both lightning and thunder at anything in its path.fastest assault 'mechs ever produced.



* ArmCannon: As with most Clan Mechs, the arms are designed to hold its main weapons.
* InventionalWisdom: The Prime configuration has an LB 10-X Autocannon, which can fire solid or cluster munitions, and an LRM-15. It only has one ton of cluster munitions for the autocannon, but two tons of LRM ammo[[note]]This means that one of the main advantages of LB-X autocannons, the ability to swap between cluster or solid munitions, is lost[[/note]]. Swapping one ton of [=LRMs=] for a ton of autocannon slugs is a common fan repod.
** A similar issue dogs the A configuration, which mounts a large pulse laser, SRM-6 launcher, and Gauss rifle. The SRM-6 launcher, arguably a secondary weapon at best, receives two tons of ammo for a total of 30 rounds of fire--more than the 'Mech could ever hope to use. On the other hand, the Gauss rifle is its main gun yet receives just one ton of ammo, for a miserly eight shots total. The reason for this highly questionable allocation? The technical readout calls this configuation a 'renowned infighter'...despite its two main guns being most respected for their long engagement ranges. Fans also often swap out a ton of SRM ammo for a ton of Gauss ammo, making things a bit more sensible.
* JackOfAllTrades: Most Clan [=OmniMechs=] (at least, at the time the Clans were introduced) tend to focus on a battlefield role, with the different Omnipod configurations being specializations within that role[[note]]All ''Dasher''s are scout 'Mechs, with some configurations able to damage opponents or defend themselves, others designating targets for a follow-up force, others being pure get-in-look-around-get-out, etc.[[/note]]. The ''Summoner'' is a do-anything machine, with different configurations filling completely different roles on the battlefield.
* JumpJetPack: The ''Summoner'' carries five permanently-mounted jump jets, meaning that no matter what configuration it's packing at the moment, it still has excellent mobility for a heavy Mech.
* LightningBruiser: A 70-ton Heavy 'Mech with jump jets, the ''Summoner'' is quite nimble, has solid armor, and packs a decent punch for its weight.
* LightningGun: In the Prime configuration, carries a PPC in the right arm.
* MacrossMissileMassacre: Many of the Summoner's configurations pack a missile launcher of some kind. Some of them carry a ''lot'' of missiles. The Prime configuration carries in LRM-15, good but not great for a heavy 'Mech. The Summoner B packs two LRM-20s, two SRM-4s, a NARC missile beacon, and an Anti-Missile system because dammit, it's the only one allowed to invoke this trope. The G model brings ''six'' SRM-4s to the fight, because apparently someone thought it was funny.
-->'''Tex Talks [=BattleTech=]:''' Because if you're gonna die to ammunition explosions you might as well be seen ''from orbit''.
* MeaningfulName: The ReportingName of "Thor" lets you know [[ShotgunsAreJustBetter exactly what]] [[ShockAndAwe you're in for]].
* MixAndMatchCritters: Its design is largely composed of bits of other 'Mechs, most prominently the cockpit and missile pod from a Thunderbolt, a Madcat's right arm and the distinctive high-heeled feet of an Archer.
* NonindicativeName: The Clan name of "Summoner" does little other than sound cool.
* OvershadowedByAwesome: Compare the ''Summoner'' Prime's loadout to that of the ''Timber Wolf'' prime, which is just 5 tons heavier. The ''Summoner'' lacks an Endo-Steel internal structure (''the'' most efficient way to free up extra weight in a 'Mech's chassis), meaning that compared to the 75-ton ''Timber Wolf'', the 70-ton ''Summoner'' has a depressing lack of pod space tonnage. The ''Summoner'' is still quite capable as a Clan heavy 'Mech, but will never approach the levels of ass-kickery the ''Timber Wolf'' can accomplish.
* ReportingName: Victor Steiner-Davion codenamed the 'Mech "Thor," since with the autocannon and PPC, it hurls thunderbolts and lightning, just like [[Myth/NorseMythology the Norse god]], not to mention its strong resemblance to the earlier Thunderbolt Battlemech, sharing its distinctive off-center cockpit and drum-shaped missile launcher.
* ShotgunsAreJustBetter: In the Prime configuration, carries an LB 10-X autocannon loaded with cluster munitions in the left arm.
* WeaponOfChoice: It was as close to a NationalWeapon as the Jade Falcons had, but it also had numerous well-known pilots who preferred it, including Aidan Pryde and his sibkin Khan Marthe Pryde.
* TheWorkhorse: Oddly for a Clan design, considering Clanners usually prefer the newest weapons they can field. The ''Summoner'' was barely a second-generation Omnimech, and while the Jade Falcons (who introduced and loved the design) had largely replaced it with the ''Grand Summoner'' in the late 31st century, the Hell's Horses picked up production, making it the oldest continuously-produced Omnimech in existence.

!!Timber Wolf[=/=]Mad Cat

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/madcat_2.jpeg]]
[[caption-width-right:350:''The'' Clan Heavy 'Mech.]]

-->Production Year: 2945\\
Weight Class: Heavy ([=OmniMech=])\\
Mass: 75 tons

The SeriesMascot of ''Battletech'', the ''Timber Wolf'' is the platonic ideal of a Clan [=OmniMech=] and the symbol of the Clans' technological superiority. Featuring the speed of an Inner Sphere medium 'mech, the armour of an assault and as much firepower as an Inner Sphere lance in one combined package, the ''Timber Wolf'' was the signature weapon of Clan Wolf and rarely seen outside the hands of the Clan's bloodnamed. Its resemblance to the Inner Sphere ''Catapult'' and ''Marauder'' gave it the Inner Sphere callsign of "Mad Cat," the first Clan 'mech to be classified by [=ComStar=] during the invasion from gun camera footage recovered from Phelan Kell's ''Wolfhound''.

to:

* ArmCannon: As with most Clan Mechs, the arms are designed to hold Carries almost all of its main weapons.
armaments in its arms.
* InventionalWisdom: The Prime configuration has an LB 10-X Autocannon, which can fire solid or cluster munitions, and an LRM-15. It only has one ton of cluster munitions for the autocannon, but two tons of LRM ammo[[note]]This means that one of the main advantages of LB-X autocannons, the ability to swap between cluster or solid munitions, is lost[[/note]]. Swapping one ton of [=LRMs=] for a ton of autocannon slugs is a common fan repod.
** A similar issue dogs the A configuration, which
BeamSpam: Configuration D mounts a large pulse laser, SRM-6 launcher, pair of ER Large Lasers and Gauss rifle. The SRM-6 launcher, arguably a secondary weapon at best, receives two tons trio of ammo for a total of 30 rounds of fire--more than the 'Mech could ever hope to use. On the other hand, the Gauss rifle is its main gun yet receives just one ton of ammo, for a miserly eight shots total. The reason for this highly questionable allocation? The technical readout calls this configuation a 'renowned infighter'...despite its two main guns being most respected for their long engagement ranges. Fans also often swap out a ton of SRM ammo for a ton of Gauss ammo, making things a bit more sensible.
* JackOfAllTrades: Most Clan [=OmniMechs=] (at least, at the time the Clans were introduced) tend to focus on a battlefield role,
Medium Pulse Lasers, along with the different Omnipod configurations being specializations within that role[[note]]All ''Dasher''s ER Small Laser in the chest. All of these are scout 'Mechs, mated to a top of the line Targeting Computer, making the ''Gargoyle D'' incredibly accurate.
** The ''Gargoyle A'' boasts a nearly complete rainbow of Clan lasers as backup for its twin [[LightningGun ER PPCs]], mounting a Large Pulse, a Medium Pulse, an ER Medium and an ER Small.
* ChestBlaster: Not a terribly convincing one, but the ''Gargoyle'' does carry an ER Small Laser in its center torso on most loadouts,
with some configurations able to damage opponents or defend themselves, others designating targets for a follow-up force, others being pure get-in-look-around-get-out, etc.[[/note]]. The ''Summoner'' is a do-anything machine, with different configurations filling completely different roles on artwork often placing it dead center of the battlefield.
* JumpJetPack: The ''Summoner'' carries five permanently-mounted jump jets, meaning that no matter what configuration it's packing at the moment, it still has excellent mobility for a heavy Mech.
chest.
* LightningBruiser: A 70-ton Heavy 'Mech with jump jets, the ''Summoner'' is quite nimble, has solid armor, Carries a respectable ammount of firepower and packs armour while lugging around its 80 tons at a more than decent punch for its weight.
* LightningGun: In the Prime configuration, carries a PPC in the right arm.
86.4 KPH.
* MacrossMissileMassacre: Many of Mounts twin SRM-6 launchers, giving it a nasty close range punch.
* ReportingName: Was nicknamed "Man O' War" by
the Summoner's configurations pack a missile launcher of some kind. Some of them carry a ''lot'' of missiles. The Prime configuration carries in LRM-15, good but not great for a heavy 'Mech. The Summoner B packs two LRM-20s, two SRM-4s, a NARC missile beacon, and an Anti-Missile system because dammit, it's inner sphere pilots that had the only one allowed to invoke this trope. The G model brings ''six'' SRM-4s to the fight, because apparently someone thought misfortune of running into it, because, much like its terran naval counterpart, it was funny.
-->'''Tex Talks [=BattleTech=]:''' Because if you're gonna die to ammunition explosions you might as well be seen ''from orbit''.
* MeaningfulName: The ReportingName of "Thor" lets you know [[ShotgunsAreJustBetter exactly what]] [[ShockAndAwe you're in for]].
* MixAndMatchCritters: Its design is largely composed of bits of other 'Mechs, most prominently the cockpit
big, imposing, and missile pod from above all, fast.
* ShotgunsAreJustBetter: Carries
a Thunderbolt, a Madcat's right arm and the distinctive high-heeled feet pair of an Archer.
* NonindicativeName: The Clan name
LB 5-Xs capable of "Summoner" does little other than sound cool.
firing fragmentation rounds, one in each arm.
* OvershadowedByAwesome: Compare It was designed alongside the ''Summoner'' Prime's loadout to that of the ''Timber Wolf'' prime, which is just 5 tons heavier. The ''Summoner'' lacks an Endo-Steel internal structure (''the'' most efficient way to free up extra weight in a 'Mech's chassis), meaning that compared to the 75-ton ''Timber Wolf'', the 70-ton ''Summoner'' has a depressing lack of pod space tonnage. The ''Summoner'' is still quite capable as a Clan heavy 'Mech, but will never approach the levels of ass-kickery the ''Timber Wolf'' can accomplish.
* ReportingName: Victor Steiner-Davion codenamed the 'Mech "Thor," since with the autocannon and PPC, it hurls thunderbolts and lightning, just like [[Myth/NorseMythology the Norse god]], not to mention
so yeah, its strong resemblance to the earlier Thunderbolt Battlemech, sharing its distinctive off-center cockpit and drum-shaped missile launcher.
* ShotgunsAreJustBetter: In the Prime configuration, carries an LB 10-X autocannon loaded with cluster munitions in the left arm.
* WeaponOfChoice: It was as close to
a NationalWeapon as the Jade Falcons had, but it also had numerous well-known pilots who preferred it, including Aidan Pryde and his sibkin Khan Marthe Pryde.
* TheWorkhorse: Oddly for a Clan design, considering Clanners usually prefer the newest weapons they can field. The ''Summoner'' was barely a second-generation Omnimech, and while the Jade Falcons (who introduced and loved the design) had largely replaced it with the ''Grand Summoner'' in the late 31st century, the Hell's Horses picked up production, making it the oldest continuously-produced Omnimech in existence.

!!Timber Wolf[=/=]Mad Cat

given.

!!Hellstar

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/madcat_2.jpeg]]
[[caption-width-right:350:''The'' Clan Heavy 'Mech.]]

org/pmwiki/pub/images/hellstar.jpg]]
[[caption-width-right:350:Anything ''Awesome'' can do, I can do better!]]

-->Production Year: 2945\\
3079\\
Weight Class: Heavy ([=OmniMech=])\\
Assault\\
Mass: 75 95 tons

The SeriesMascot of ''Battletech'', Created during the ''Timber Wolf'' is the platonic ideal of late Jihad as a collaboration between Clan [=OmniMech=] Wolf-in-Exile and the symbol of the Clans' technological superiority. Featuring the speed of an Inner Sphere medium 'mech, the armour of an assault and as much firepower as an Inner Sphere lance in one combined package, the ''Timber Wolf'' was the signature weapon of Clan Wolf Hell's Horses, the ''Hellstar'' embodies the pragmatism and rarely seen outside changes in combat doctrine experienced by both Clans in the hands of the Clan's bloodnamed. Its resemblance to decades following the Inner Sphere ''Catapult'' and ''Marauder'' gave it invasion. Eschewing the Inner Sphere callsign of "Mad Cat," the first standard Clan 'mech to be classified ideals of operational speed and swift, glorious victory by [=ComStar=] during Trial, the invasion ''Hellstar'' is an work-horse intended for long campaigns and winning battles through a combination of sheer endurance and withering volley fire from gun camera footage recovered from Phelan Kell's ''Wolfhound''.its deadly quartet of [=ERPPCs=].



* ArmCannon: The arms are designed to hold the main damage-dealing weapons of whatever configuration is being used. By default, this is a [=ClanTech=] ER Large Laser (as dangerous as an Inner Sphere PPC) in each arm with an underslung ER Medium Laser, but altenative configurations mount Gauss Rifles, Ultra Autocannons, or [=ERPPCs=].
* AwesomeButImpractical:
** The Prime configuration especially mounts ''way'' more weapons than it can effectively use, even with Double Heat Sinks to manage their prodigious heat. Though to be fair, it is intended to use each set of weapons in varying "range brackets" (though Clan weapons tend to have no minimum ranges, making alpha striking at close targets very tempting. . . until the heat gauge spikes).
** Like most Clan [=OmniMech=]s, the Timber Wolf is expensive. Really, really expensive. In-universe it costs almost 25 million C-bills in equipment and man-hours to construct, almost as much as four ''Awesome''s.
** As mentioned below in NoExportForYou, there was only a single production facility ''anywhere'' building Timber Wolves, which is great for boutique items but not so much for war machines. As a result, spare parts and spare machines were in perpetually short supply and had to be shipped along a horrendously long supply line from Clan space. This situation would only worsen thanks to the schism of Clan Wolf, the devastation of the Refusal War, the chaos of the Jihad and the cutoff from the Kerensky Cluster during the Wars of Reaving. It would take until the late 3070's for the Wolves to finally build a new factory and begin producing new ''Timber Wolves'' in the Inner Sphere, and even then, it was ''still'' just one factory.
* BadassBack: A rarity among Clan mechs, whose pilots obviously prefer fighting head on, the D configuration has two rear-facing SRM-6 launchers. While unpopular in the controlled honor duels of the Kerensky Cluster, having such a powerful option in case of an ambush proved invaluable during the open warfare conditions of the Inner Sphere.
* ChickenWalker: Much like the ''Marauder'' and ''Catapult'' that gave it its ReportingName.
* CloseRangeCombatant: Designed explicitly for urban combat, configuration S literally flies in the face of traditional ''Timber Wolf'' design philosophy by using its jump jets to leap into knife fight range, where its suite of Pulse lasers and SRM launchers rapidly shred its target. Machine guns are included just in case something manages to survive the initial blizzard of hideously accurate fire.
* EvilCounterpart: The ''Timber Wolf Z'' was exclusively used by the Society during their attempted coup. Designed to compensate for their Warriors lack of actual battlefield experience, the Z configuration was armed with twin [[AlwaysAccurateAttack Improved ATM-9 launchers]], dual ER Large Lasers and Medium Pulse Lasers, all mated to a Clantech version of the C3 warfare suite. While very powerful and accurate, the twisted origins of the Z meant that the only Clans who encountered them would scrap them rather than use such a disgraceful weapon.
* FountainOfExpies: The classic Timber Wolf shape, with its "Attack Helicopter nose on ChickenWalker legs" design, with paired arm and shoulder weapons, quickly became a popular standard for making "mechs" in various media.
* JackOfAllTrades: While certainly not possessing any serious weaknesses at closer ranges, the Wolves still felt that a more generalist configuration of the ''Timber Wolf'' wouldn't go amiss, giving rise to configuration B. Armed with a Gauss Rifle, Large and Small pulse lasers, and Artemis-IV enabled [=LRMs=] and [=SRMs=], the ''Timber Wolf B'' is much more capable in a sustained close range fight, if a bit less remarkable at long range. This adaptability won the variant many proponents in the face of the unpredictable battlefields of Operation REVIVAL.
* LightningBruiser: The initial reports of the "Mad Cat" shocked the Inner Sphere. As fast as an Inner Sphere medium 'mech, better armed than Inner Sphere assault 'mechs, and carrying more armour than most Inner Sphere heavy 'mechs, all in one lethal package. Compare the weapons loadout of the ''Atlas'' - the ''Timber Wolf'' mounts roughly '''twice''' the raw firepower as the archetypal Inner Sphere 100-ton Assault 'Mech.
* LightningGun: Several configurations have at least one ER PPC, with the D configuration mounting two.
* LongRangeFighter: Most of the Timber Wolf's prime configuration weapons have a lot of range, letting it pummel enemies long before they can return fire. Since it is an [=OmniMech=] this is of course not true of every configuration, but it rarely mounts anything with shorter range than an AC/5.
* NoExportForYou: In-universe. Clan Wolf designed it and very jealously guarded the production rights, to the point that prior to the invasion there was only a single production facility on the Clan capitol world and other Clans had only procured any through gifts, trade, and salvage. The Inner Sphere came up with a knockoff in the ''Rakshasa'' that doesn't have nearly the same capabilities due to Clan tech superiority.
** In a grand case of irony, the derivative ''Mad Cat Mk. II'', ''III'' and ''IV'' were deliberately designed to be sold to foreign customers by Clan Diamond Shark, whose understanding of branding led them to trade on the fearsome reputation of the original by using the ''Timber Wolf's'' Spheroid ReportingName.
* ReportingName: "Mad Cat." The overall silhouette is similar to both the ''Marauder'' and ''Catapult'' of the Inner Sphere, while the boxy shoulder missile launchers are straight off a ''Catapult''. As a result, when first encountered by the Inner Sphere, the warbook programs couldn't decide if the opposing 'Mech was a ''Marauder'' (MAD) or ''Catapult'' (CAT), [[https://youtu.be/LD6S0fTY_ao?t=57 flipping back and forth between the two.]]
* SeriesMascot: Has become one of, if not '''the''' most recognizable 'Mech of the franchise, and gracing the covers of many, many sourcebooks. It's as fiercely beloved and protected by ''[=BattleTech=]''[='=]s owners as the owners of ''TabletopGame/DungeonsAndDragons'' protect the Beholder, or Games Workshop the [[TabletopGame/Warhammer40000 Adeptus Astartes]] (in fact, the whole Unseen debacle was kicked off by a lawsuit from FASA against ''Exo Squad'' creating a design a little too close to the ''Mad Cat'' for their liking). Because of its fame in-universe and out, it has a large number of official [=OmniPod=] configurations, as well as successor designs. The ''Mad Cat Mk II'' is a 90-ton Assault 'Mech based on the ''Timber Wolf'' hull, the ''Mad Cat III'' is the design scaled-down to a Medium 'Mech, and the ''Mad Cat Mk IV (Savage Wolf)'' is a "modern" remake for the Dark Ages.
* ShouldersOfDoom: Quite literally: in the Prime configuration, each shoulder is an LRM-20 missile launcher, raining up to 40 points of damage on a target from ridiculous distance. Most configurations put some kind of missile launchers in the shoulders.
* SuperiorSuccessor: Designed from the ground up to replace the venerable ''Woodsman'' in Clan Wolf's arsenal, the ''Timber Wolf'' succeeded beyond all expectations. By the time of the invasion, it was already a century old design and yet was still the Wolves biggest trump card in any military consideration.

!![=UrbanMech=] IIC

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/591px_35nsjd01c6ihmepeomg452t6bsh7k0m.png]]
[[caption-width-right:350:Because the Clans have to get in on the Urbie memes, too.]]

-->Production Year: 2849\\
Weight Class: Light\\
Mass: 30 tons

Even the Clans could do little to improve on perfection. The ''[=UrbanMech=] IIC'' is a baseline ''[=UrbanMech=]'', but upgraded using Clan weapons and employed as a cheap law enforcement and urban defence 'mech for many of the weaker Home Clans. The ''IIC'''s upgrades allows it to set new records for land speed amongst Clan light 'mechs and run out of ammunition ''twice'' as fast as the original.

to:

* ArmCannon: The arms are designed BoomHeadshot: [=ERPPCs=] deal fifteen damage, enough to hold the main damage-dealing weapons take a 'Mechs head off. With four of whatever configuration is being used. By default, this is them and enough heat sinks to fire all of them every turn, it has a [=ClanTech=] ER Large Laser (as dangerous as an Inner Sphere PPC) in 1-in-9 chance each arm with an underslung ER Medium Laser, but altenative configurations mount Gauss Rifles, Ultra Autocannons, or [=ERPPCs=].
turn to land a headshot and remove any enemy 'Mech from the game.
* AwesomeButImpractical:
** The Prime configuration especially mounts ''way'' more weapons than it can effectively use, even with
BoringButPractical: It's four [=ERPPCs=] and enough Double Heat Sinks to manage their prodigious heat. Though to be fair, it is intended to use each set of weapons in varying "range brackets" (though Clan weapons tend to have no minimum ranges, making alpha striking at close targets very tempting. . . until the heat gauge spikes).
** Like most Clan [=OmniMech=]s, the Timber Wolf is expensive. Really, really expensive. In-universe it costs almost 25 million C-bills in equipment and man-hours to construct, almost as much as four ''Awesome''s.
** As mentioned below in NoExportForYou, there was only a single production facility ''anywhere'' building Timber Wolves, which is great for boutique items but not so much for war machines. As a result, spare parts and spare machines were in perpetually short supply and had to be shipped along a horrendously long supply line from Clan space. This situation would only worsen thanks to the schism of Clan Wolf, the devastation of the Refusal War, the chaos of the Jihad and the cutoff from the Kerensky Cluster during the Wars of Reaving. It would take until the late 3070's for the Wolves to finally build a new factory and begin producing new ''Timber Wolves'' in the Inner Sphere, and even then, it was ''still'' just one factory.
* BadassBack: A rarity among Clan mechs, whose pilots obviously prefer fighting head on, the D configuration has two rear-facing SRM-6 launchers. While unpopular in the controlled honor duels of the Kerensky Cluster, having such a powerful option in case of
on legs. Pound an ambush proved invaluable during the open warfare conditions of the Inner Sphere.
* ChickenWalker: Much like the ''Marauder'' and ''Catapult'' that gave it its ReportingName.
* CloseRangeCombatant: Designed explicitly for urban combat, configuration S literally flies in the face of traditional ''Timber Wolf'' design philosophy by using its jump jets to leap into knife fight range, where its suite of Pulse lasers and SRM launchers rapidly shred its target. Machine guns are included just in case something manages to survive the initial blizzard of hideously accurate fire.
* EvilCounterpart: The ''Timber Wolf Z'' was exclusively used by the Society during their attempted coup. Designed to compensate for their Warriors lack of actual battlefield experience, the Z configuration was armed
opponent with twin [[AlwaysAccurateAttack Improved ATM-9 launchers]], dual ER Large Lasers and Medium Pulse Lasers, all mated to a Clantech version of the C3 warfare suite. While very powerful and accurate, the twisted origins of the Z meant that the only Clans who encountered them would scrap them rather than use such a disgraceful weapon.
* FountainOfExpies: The classic Timber Wolf shape, with its "Attack Helicopter nose on ChickenWalker legs" design, with paired arm and shoulder weapons, quickly became a popular standard for making "mechs" in various media.
* JackOfAllTrades: While certainly not possessing any serious weaknesses at closer ranges, the Wolves still felt that a more generalist configuration of the ''Timber Wolf'' wouldn't go amiss, giving rise to configuration B. Armed with a Gauss Rifle, Large and Small pulse lasers, and Artemis-IV enabled [=LRMs=] and [=SRMs=], the ''Timber Wolf B'' is much more capable in a sustained close range fight, if a bit less remarkable at long range. This adaptability won the variant many proponents in the face of the unpredictable battlefields of Operation REVIVAL.
* LightningBruiser: The initial reports of the "Mad Cat" shocked the Inner Sphere. As fast as an Inner Sphere medium 'mech, better armed than Inner Sphere assault 'mechs, and carrying more armour than most Inner Sphere heavy 'mechs, all in one lethal package. Compare the weapons loadout of the ''Atlas'' - the ''Timber Wolf'' mounts roughly '''twice''' the raw firepower as the archetypal Inner Sphere 100-ton Assault 'Mech.
* LightningGun: Several configurations have at least one ER PPC, with the D configuration mounting two.
* LongRangeFighter: Most of the Timber Wolf's prime configuration weapons have a lot of range, letting it pummel enemies long before they can return fire. Since it is an [=OmniMech=] this is of course not true of every configuration, but it rarely mounts anything with shorter range than an AC/5.
* NoExportForYou: In-universe. Clan Wolf designed it and very jealously guarded the production rights, to the point that prior to the invasion there was only a single production facility on the Clan capitol world and other Clans had only procured any through gifts, trade, and salvage. The Inner Sphere came up with a knockoff in the ''Rakshasa'' that doesn't have nearly the same capabilities due to Clan tech superiority.
** In a grand case of irony, the derivative ''Mad Cat Mk. II'', ''III'' and ''IV'' were deliberately designed to be sold to foreign customers by Clan Diamond Shark, whose understanding of branding led them to trade on the fearsome reputation of the original by using the ''Timber Wolf's'' Spheroid ReportingName.
* ReportingName: "Mad Cat." The overall silhouette is similar to both the ''Marauder'' and ''Catapult'' of the Inner Sphere, while the boxy shoulder missile launchers are straight off a ''Catapult''. As a result, when first encountered by the Inner Sphere, the warbook programs couldn't decide if the opposing 'Mech was a ''Marauder'' (MAD) or ''Catapult'' (CAT), [[https://youtu.be/LD6S0fTY_ao?t=57 flipping back and forth between the two.]]
* SeriesMascot: Has become one of, if not '''the''' most recognizable 'Mech of the franchise, and gracing the covers of many, many sourcebooks. It's as fiercely beloved and protected by ''[=BattleTech=]''[='=]s owners as the owners of ''TabletopGame/DungeonsAndDragons'' protect the Beholder, or Games Workshop the [[TabletopGame/Warhammer40000 Adeptus Astartes]] (in fact, the whole Unseen debacle was kicked off by a lawsuit from FASA against ''Exo Squad'' creating a design a little too close to the ''Mad Cat'' for their liking). Because of its fame in-universe and out, it has a large number of official [=OmniPod=] configurations, as well as successor designs. The ''Mad Cat Mk II'' is a 90-ton Assault 'Mech based on the ''Timber Wolf'' hull, the ''Mad Cat III'' is the design scaled-down to a Medium 'Mech, and the ''Mad Cat Mk IV (Savage Wolf)'' is a "modern" remake for the Dark Ages.
* ShouldersOfDoom: Quite literally: in the Prime configuration, each shoulder is an LRM-20 missile launcher, raining up to 40
60 long-ranged points of damage on a target turn until something gives. Also falls into this in-universe, as unlike most of the flashier Clan 'Mechs, the ''Hellstar'' is a standard Battlemech rather than an Omni design. This limits the radical reconfiguration potential, but also makes it much easier to build ([[DownplayedTrope although the amount of advanced technology in it doesn't make it any cheaper]]).
* LensmanArmsRace: A massive departure
from ridiculous distance. Most configurations put some kind of missile launchers in traditional Clan 'Mech design. Rather than being made to end a fight with glorious swiftness, the shoulders.
''Hellstar'' is set up to endure a long, slow, brutal slogging campaign (hence only having energy weapons, and only four of those, eliminating the need for ammo and minimizing the parts that can wear out or break down). After combat with the Inner Sphere (especially the Battle of Tukayyid), the Clans started re-evaluating how they fought war. The ''Hellstar'' was pretty much a direct response to the battlefields of the Word of Blake Jihad.
* LightningGun: Four [=ERPPCs=].
* SuperiorSuccessor: Designed from the ground up to replace the venerable ''Woodsman'' in It's basically a Clan Wolf's arsenal, ''Awesome.'' Eighteen and a half tons of armor (the maximum possible for a Mech that weight), fifteen tons heavier than the ''Timber Wolf'' succeeded beyond all expectations. By the time of the invasion, it was already a century old design and yet was ''Awesome'', while still the Wolves biggest trump card in any military consideration.

!![=UrbanMech=] IIC

being faster ''and'' carrying bigger guns, and more of them to boot.

!!Jade Phoenix

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/591px_35nsjd01c6ihmepeomg452t6bsh7k0m.png]]
[[caption-width-right:350:Because the Clans have to get
org/pmwiki/pub/images/9ec4db90_20df_4f2b_8b29_7a1b68d49bf0.jpeg]]
[[caption-width-right:350: For eternity shall we praise him;
in on the Urbie memes, too.fifteen years we shall avenge him.]]

-->Production Year: 2849\\
3148\\
Weight Class: Light\\
Assault ([=OmniMech=])\\
Mass: 30 85 tons

Even the Clans could do little to improve on perfection. The ''[=UrbanMech=] IIC'' is a baseline ''[=UrbanMech=]'', but upgraded using If Clan weapons and employed Jade Falcon has one specialty, it would be the humble jump jet. The ''Jade Phoenix'', a totem mech that capitalizes on the legend of Aidan Pryde by (allegedly) including a milligram-sized fragment of his wrecked ''Timber Wolf'' in each chassis, is the latest phase of Jade Falcon design philosophy. Intended as a cheap law enforcement and urban defence 'mech workhorse [=OmniMech=] for many of the weaker Home Clans. The ''IIC'''s upgrades allows it to set new records for land speed amongst Clan light 'mechs and run out Jade Falcon’s push to Terra, the ''Jade Phoenix'' follows in the footsteps of ammunition ''twice'' as fast its predecessors such as the original.''Flamberge'' and ''Shrike'' to deliver incredible firepower while setting the terms for any engagement.



* BoringButPractical: The Clans decided not to futz with the basic ''[=UrbanMech=]'', just straight upgrading almost everything. It's got an Ultra [=AC/10=] instead of a regular [=AC/10=], an ER Small Laser instead of a small laser, 10 heat sinks (not even Doubles), one more walking[=/=]jumping and two more running movement. If this seems underwhelming compared to what the Clans could have done, well, it is. But it cleaves close to the fundamental ''[=UrbanMech=]'' design philosophy: Be reasonably effective at one thing and one thing only, and be very, very, ''very'' cheap (as cheap as the base model; ''insanely'' cheap by Clan standards). Even the weapons upgrades are more a result of the Clans simply not making regular autocannons or lasers anymore, only Ultra and LB-X autocannons and ER and Pulse lasers.
* EquipmentUpgrade: It's the ''[=UrbanMech=]'', redesigned from the ground-up with Clan technology. Because you can't fix perfection.
* MoreDakka: Thanks to having an Ultra [=AC/10=], it can potentially put out twice the damage of the basic Inner Sphere Urbie. Clan Hell's Horses took this one step further by adding their experimental HAG 20 (basically an automatic [[MagneticWeapons railgun]]) to the thing.
* SituationalSword: Much like the original Urbie, the IIC is good at city-fighting and not much else. It now has better speed...comparable to that of an Assault mech.

!!Warhawk[=/=]Masakari

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_masakari.png]]
[[caption-width-right:350:Subtle as a battleaxe.]]

-->Production Year: 2999\\
Weight Class: Assault ([=OmniMech=])\\
Mass: 85 tons

Designed by Clan Smoke Jaguar for an expected invasion of the Inner Sphere, the ''Warhawk'' is a fast-moving and long-ranged assault [=OmniMech=] that emphasises the pounce tactics favoured by Smoke Jaguar: It quickly became a cornerstone of the brutal Clan as they waged war on their Warden opponents in the Clans and the Inner Sphere both. It was nicknamed the "Masakari", or battle-axe, by the Draconis Combine [=MechWarriors=] that ran afoul of it, and even the savaging of Smoke Jaguar by the Inner Sphere did not stop the ''Warhawk'' from being used by the Clan's traditional rivals.

to:

* BoringButPractical: The Clans decided not to futz with the basic ''[=UrbanMech=]'', just straight upgrading almost everything. It's got an Ultra [=AC/10=] instead of a regular [=AC/10=], an ER Small Laser instead of a small laser, 10 heat sinks (not even Doubles), one more walking[=/=]jumping and two more running movement. If this seems underwhelming compared to what the Clans could have done, well, it is. But it cleaves close to the fundamental ''[=UrbanMech=]'' design philosophy: Be reasonably effective at one thing and one thing only, and be very, very, ''very'' cheap (as cheap as the base model; ''insanely'' cheap by Clan standards). Even the weapons upgrades are more a result of the Clans simply not making regular autocannons or lasers anymore, only Ultra and LB-X autocannons and ER AchillesHeel: Stealth Armor and Pulse lasers.
* EquipmentUpgrade: It's
Lasers will absolutely negate any advantage the ''[=UrbanMech=]'', redesigned ''Jade Phoenix'' gets from the ground-up its jump jets. The accuracy penalties of Stealth Armor combined with Clan technology. Because you can't fix perfection.
* MoreDakka: Thanks to having an Ultra [=AC/10=], it
the difficulty of landing shots after jumping means that nothing short of a legendary ace can potentially put out twice the damage of the basic Inner Sphere Urbie. Clan Hell's Horses took reliably overcome this one step further obstacle. Even then, an opponent with Pulse Lasers easily cancels out the penalty for hitting fast targets like the ''Jade Phoenix''.
** It is also inadvisable to use the ''Jade Phoenix'' in the traditional roles of an assault mech, as its thirteen tons of armor won’t stand up for very long in a pure slugging match against something else in its weight class.
* AntiInfantry: Configuration E sports dual Plasma Rifles to boil people alive over longer ranges than any mere Flamer could accomplish.
* {{BFG}}: Besides the carrying capacity offered
by adding their experimental HAG 20 (basically an automatic Omni design, most common configurations carry huge cannons. The Prime carries a [[MagneticWeapons railgun]]) HAG-30]], the A variant an Ultra [=AC/20=], the B dual-wields Gauss Rifles...
* ChickenWalker: In keeping with the avian design of a Jade Falcon totem mech.
* DeathFromAbove: Encouraged by configuration C, which mounts talons on its feet.
* {{Irony}}: While the ''Jade Phoenix'' began its service as a symbol of traditionalist pushback against the [[RapePillageAndBurn Mongol Doctrine]], its designers likely didn’t anticipate that a reinvented Clan Jade Falcon would need to rise from the ashes of its entire touman just a couple years later.
* {{Foil}}: To the ''Alpha Wolf''. Both were intended as next-generation assault mechs that made use of newer technology in order to proactively avoid getting hit and thus lower the risk of being destroyed by unlucky headshots. Whereas the ''Alpha Wolf'' accomplishes this through modest speed for an assault and Stealth Armor’s reliable protection at long and medium range, the ''Jade Phoenix'' trades armor and accuracy in exchange for the more versatile protection of speed afforded by its Partial Wing.
* JumpJetPack: Its Partial Wing system heavily encourages jump jet configurations by granting additional thrust. It’s entirely possible to go without jump jets using configuration D if one doesn’t mind the Partial Wings taking up space.
* LensmanArmsRace: An arms race that it technically lost. It was the product of heated competition between Clans Wolf and Jade Falcon as they churned out several new designs in their scramble to be the first and best equipped to conquer Terra.
* LightningBruiser: Special mention goes to configuration A, which uses Improved Jump Jets to achieve faster cruising speeds than the ''Ryoken'' whilst unloading a close-range barrage from its Ultra [=AC/20=] and Pulse Lasers.
* MadeOfExplodium: A notable weakness in configuration A is the two tons of [=AC/20=] ammo stored in the central torso right next
to the thing.
engine, leaving CASE unable to help with damage control. The sheer density of volatile material transforms “risky” critical hits into “instant death.”
* SituationalSword: Much MeaningfulName: Uses Aidan Pryde’s title as a subtle gesture of protest from its civilian caste designers against the brutal policies of Khan Malvina Hazen. In this respect, the ''Jade Phoenix'' became a symbol through many Trials of Grievance for warriors trying to revive what they see as a nobler past.
* NationalWeapon: Among the handful of totem mechs that various Clans model after their namesakes as a source of inspiration on the frontlines.
* OvershadowedByAwesome: Despite how it works on paper, the ''Jade Phoenix'' ultimately failed at turning the tide against Clan Wolf during Clan Jade Falcon’s rush for Terra. Among the reasons why is that one of the (successful) design goals for Clan Wolf’s brand new ''Alpha Wolf'' was countering Jade Falcon tactics.
* SuperiorSuccessor: Behaves in a similar role to the ''Victor'' as an assault mech of respectable ground speed that relies on jump jets to engage the enemy from a superior position, albeit with greater armor tonnage, firepower, and maneuverability.
* TheWorkhorse: Explicitly intended to be one, though the Prime configuration stands out for being able to jump and fire all of its weapons with a bare minimum of heat buildup until running out of ammo cuts its firepower in half. Other configurations generally follow a similar pattern of making an assault chassis behave
like the original Urbie, the IIC is good at city-fighting and not much else. It now has better speed...comparable to that of an Assault mech.

!!Warhawk[=/=]Masakari

a heavy with extra armor.

!!Pulverizer

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_masakari.png]]
[[caption-width-right:350:Subtle as a battleaxe.
org/pmwiki/pub/images/wolverine_pulverizer.gif]]
[[caption-width-right:350:Clan Wolverine's ultimate achievement.
]]

-->Production Year: 2999\\
2823\\
Weight Class: Assault ([=OmniMech=])\\
Assault\\
Mass: 85 90 tons

Designed Created by Clan Smoke Jaguar for an expected invasion Wolverine as the first truly original Clan 'Mech design in the years following the end of the Inner Sphere, Pentagon Wars, the ''Warhawk'' is a fast-moving and long-ranged assault [=OmniMech=] that emphasises ''Pulverizer'' was an assault-class command 'Mech designed to carry the pounce tactics favoured by Smoke Jaguar: It quickly became a cornerstone early prototypes of what would later become the brutal Clan as they waged war on their Warden opponents in standards for 'Mech weaponry. Following the Clans Wolverines' Annihilation the 'Mech design was picked up -- and the Inner Sphere both. It was nicknamed the "Masakari", or battle-axe, produced in small numbers -- by the Draconis Combine [=MechWarriors=] that ran afoul of it, and even the savaging of Smoke Jaguar by the Inner Sphere did not stop the ''Warhawk'' from being used by the Clan's traditional rivals.Clan Snow Raven.



* BeamSpam: Three-quarters of the weapons are energy-based.
* ChestBlaster: Two, in fact - the ER PPC is in the right torso and the LRM-10 launcher in the left.
* LightningBruiser: It carries a ''large'' standard engine that makes up over a third of the design's total weight, but also makes it very fast for an assault 'Mech. Despite that limitation and only using Star League-era weapons in the original design, it has a respectable damage output.
* LightningGun: Its main weapon is an Enhanced PPC, an improvment over the at-the-time cutting-edge Inner Sphere ERPPC.
* LongRangeFighter: With two Large Lasers, an Enhanced ER PPC, and an LRM-10, this 'Mech is set up to [[MeaningfulName pulverize]] an opponent at long range.
* NationalWeapon: In the short time between the development of the ''Pulverizer'' and the Trial of Annhilation against Clan Wolverine, the ''Pulverizer'' became their signature 'Mech, used by their most skilled and formidable warriors, and exacting a terrible toll on Clan forces arrayed against them. {{Subverted}} as the 'Mech was salvaged and eventually reproduced by the other Clans, who politely ignored its origin with now Not-Named Clan.
* SuperiorSuccessor: Received one in the ''Kingfisher,'' a second-generation [=OmniMech=] from Clan Snow Raven.
* SuperPrototype: In some ways, ''the'' first all-new 'Mech developed by the Clans (Clan Wolverine had designed other new 'Mechs previously, but they were heavily based on previous Inner Sphere designs). A formidable Command 'Mech mounting the all-new Enhanced PPC, precursor of the dreaded Clan ERPPC (the Enhanced PPC enjoys the same range advantage as the ER, and deals 12 damage as opposed to the Inner Sphere ERPPC's 10, exactly enough to make a "headchopper"). ''Pulverizer''s acquitted themselves admirably during the Wolverine Annihilation, with the other Clans rushing to salvage as many of them as they could to produce the 'Mech themselves.
* WalkingTechbane: The "final" version that was entirely upgraded with Clan-spec equipment added an ECM suite.

!!Warhawk[=/=]Masakari

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3050u_masakari.png]]
[[caption-width-right:350:Subtle as a battleaxe.]]

-->Production Year: 2999\\
Weight Class: Assault ([=OmniMech=])\\
Mass: 85 tons

Designed by Clan Smoke Jaguar for an expected invasion of the Inner Sphere, the ''Warhawk'' is a fast-moving and long-ranged assault [=OmniMech=] that emphasises the pounce tactics favoured by Smoke Jaguar: It quickly became a cornerstone of the brutal Clan as they waged war on their Warden opponents in the Clans and the Inner Sphere both. It was nicknamed the "Masakari", or battle-axe, by the Draconis Combine [=MechWarriors=] that ran afoul of it, and even the savaging of Smoke Jaguar by the Inner Sphere did not stop the ''Warhawk'' from being used by the Clan's traditional rivals.
----



* NoExportForYou: Downplayed InUniverse. Clan Smoke Jaguar developed the 'Mech in anticipation of the invasion of the Inner Sphere, and ''tried'' to jealously guard its production rights, but the ''Warhawk'' filtered into the ''toumans'' of other Clans more readily than Clan Wolf's ''Timber Wolf''. After the Great Refusal, Clans Fire Mandrill, Goliath Scorpion, and Diamond Shark obtained the production rights.

to:

* NoExportForYou: Downplayed InUniverse. Clan Smoke Jaguar developed the 'Mech in anticipation of the invasion of the Inner Sphere, and ''tried'' to jealously guard its production rights, but the ''Warhawk'' filtered into the ''toumans'' of other Clans more readily than Clan Wolf's ''Timber Wolf''. After the Great Refusal, Clans Fire Mandrill, Goliath Scorpion, and Diamond Shark obtained the production rights.rights.
[[/folder]]

Added: 558

Changed: 25

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* AntiInfantry: The Prime configuration mounts anti-personnel pods in the legs, which will handily reduce any infantry in the same hex as it to a fine mist. The D configuration takes it to the next level by mounting [[KillItWithFire plasma cannons]] and pulse lasers.

to:

* AntiInfantry: The Prime configuration carries machine guns and mounts anti-personnel pods in the legs, which will handily reduce any infantry in the same hex as it to a fine mist. The D configuration takes it to the next level by mounting [[KillItWithFire plasma cannons]] and pulse lasers.


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* {{Overheating}}: With only thirteen double heat sinks standard and most configurations not adding any extras, any ''Hellbringer'' pilot needs to either use volley fire or be prepared for the 'Mech to catastrophically overheat and possibly explode upon pulling the triggers. The Prime configuration produces twice as much heat as it can sink in a single turn, and even just firing the [=ERPPCs=] will start to spike the heat gauge. Most alternate configurations lean heavily into ballistic or missile-based weaponry to ease the burden on the cooling system.
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* LightningBruiser: Emphasis on "lightning". The ''Linebacker'' can put most medium 'mechs to shame in terms of speed and agility, while being able carry a little over 17 tons of weaponry.

to:

* LightningBruiser: Emphasis on "lightning". The ''Linebacker'' can put most medium 'mechs to shame in terms of speed and agility, while being able carry a little over 17 tons of weaponry. That's right, by Clan standards that emphasize mobility and rapid, decisive battles, five hexes of movement for a heavy 'Mech is regarded as slow. The ''Linebacker'''s six movement points let it keep up with even light 'Mech designs easily compared to the ''Timber Wolf'', at the cost of ten tons of pod space.
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Added DiffLines:

* LightningBruiser: Special mention goes to configuration A, which uses Improved Jump Jets to achieve faster cruising speeds than the ''Ryoken'' whilst unloading a close-range barrage from its Ultra [=AC/20=] and Pulse Lasers.
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[[WMG:[[center: [- [[Characters/BattletechInnerSphere Inner Sphere]] | [[Characters/BattletechClans Clans]] | [[Characters/BattletechPeriphery Periphery]] | [[Characters/BattletechNGOsAndOthers [=NGOs=] and Others]] | [[Characters/BattletechSpecificMechs BattleMechs]]: [[Characters/BattletechSpecificMechsInnerSphere Inner Sphere]] | '''[=Clan=]''' | [[Characters/BattletechSpecificMechsPeriphery Periphery]] ]]-]]]

to:

[[WMG:[[center: [- ''TabletopGame/{{Battletech}}'' '''[[Characters/BattleTech Main Character Index]]''' \\
[[Characters/BattletechInnerSphere Inner Sphere]] | [[Characters/BattletechClans Clans]] | [[Characters/BattletechPeriphery Periphery]] | [[Characters/BattletechNGOsAndOthers [=NGOs=] and Others]] | [[Characters/BattletechSpecificMechs BattleMechs]]: [[Characters/BattletechSpecificMechsInnerSphere Inner Sphere]] | '''[=Clan=]''' | [[Characters/BattletechSpecificMechsPeriphery Periphery]] ]]-]]]
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* {{Foil}}: To the ''Alpha Wolf''. Both were intended as next-generation assault mechs that made use of newer technology in order to lower proactively avoid getting hit and thus lower the risk of being destroyed by accidental headshots. Whereas the ''Alpha Wolf'' accomplishes this through modest speed for an assault and Stealth Armor’s reliable protection at long and medium range, the ''Jade Phoenix'' trades armor and accuracy in exchange for the more versatile protection of speed afforded by its Partial Wing.

to:

* {{Foil}}: To the ''Alpha Wolf''. Both were intended as next-generation assault mechs that made use of newer technology in order to lower proactively avoid getting hit and thus lower the risk of being destroyed by accidental unlucky headshots. Whereas the ''Alpha Wolf'' accomplishes this through modest speed for an assault and Stealth Armor’s reliable protection at long and medium range, the ''Jade Phoenix'' trades armor and accuracy in exchange for the more versatile protection of speed afforded by its Partial Wing.
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* Foil: To the ''Alpha Wolf''. Both were intended as next-generation assault mechs that made use of newer technology in order to lower proactively avoid getting hit and thus lower the risk of being destroyed by accidental headshots. Whereas the ''Alpha Wolf'' accomplishes this through modest speed for an assault and Stealth Armor’s reliable protection at long and medium range, the ''Jade Phoenix'' trades armor and accuracy in exchange for the more versatile protection of speed afforded by its Partial Wing.

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* Foil: {{Foil}}: To the ''Alpha Wolf''. Both were intended as next-generation assault mechs that made use of newer technology in order to lower proactively avoid getting hit and thus lower the risk of being destroyed by accidental headshots. Whereas the ''Alpha Wolf'' accomplishes this through modest speed for an assault and Stealth Armor’s reliable protection at long and medium range, the ''Jade Phoenix'' trades armor and accuracy in exchange for the more versatile protection of speed afforded by its Partial Wing.
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If Clan Jade Falcon has one specialty, it would be the humble jump jet. The ''Jade Phoenix'', a totem mech that capitalizes on the legend of Aidan Pryde by (allegedly) including a milligram-sized fragment of his wrecked Timber Wolf in each chassis, is the latest phase of Jade Falcon design philosophy. Intended as a workhorse [=OmniMech=] for Clan Jade Falcon’s push to Terra, the ''Jade Phoenix'' follows in the footsteps of its predecessors such as the ''Flamberge'' and ''Shrike'' to deliver incredible firepower while setting the terms for any engagement.

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If Clan Jade Falcon has one specialty, it would be the humble jump jet. The ''Jade Phoenix'', a totem mech that capitalizes on the legend of Aidan Pryde by (allegedly) including a milligram-sized fragment of his wrecked Timber Wolf ''Timber Wolf'' in each chassis, is the latest phase of Jade Falcon design philosophy. Intended as a workhorse [=OmniMech=] for Clan Jade Falcon’s push to Terra, the ''Jade Phoenix'' follows in the footsteps of its predecessors such as the ''Flamberge'' and ''Shrike'' to deliver incredible firepower while setting the terms for any engagement.


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* Foil: To the ''Alpha Wolf''. Both were intended as next-generation assault mechs that made use of newer technology in order to lower proactively avoid getting hit and thus lower the risk of being destroyed by accidental headshots. Whereas the ''Alpha Wolf'' accomplishes this through modest speed for an assault and Stealth Armor’s reliable protection at long and medium range, the ''Jade Phoenix'' trades armor and accuracy in exchange for the more versatile protection of speed afforded by its Partial Wing.
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* LightningBruiser: The initial reports of the "Mad Cat" shocked the Inner Sphere. As fast as an Inner Sphere medium 'mech, better armed than Inner Sphere assault 'mechs, and carrying more armour than most Inner Sphere heavy 'mechs, all in one lethal package. Seriously, go up and compare the weapons loadout of the ''Atlas''. This thing mounts roughly '''twice''' the raw firepower as the archetypal Inner Sphere 100-ton Assault 'Mech.

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* LightningBruiser: The initial reports of the "Mad Cat" shocked the Inner Sphere. As fast as an Inner Sphere medium 'mech, better armed than Inner Sphere assault 'mechs, and carrying more armour than most Inner Sphere heavy 'mechs, all in one lethal package. Seriously, go up and compare Compare the weapons loadout of the ''Atlas''. This thing ''Atlas'' - the ''Timber Wolf'' mounts roughly '''twice''' the raw firepower as the archetypal Inner Sphere 100-ton Assault 'Mech.
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* MadeOfExplodium: A notable weakness in configuration A is the two tons of [=AC/20=] ammo stored in the central torso right next to the engine. The sheer density of volatile material transforms “risky” critical hits into “instant death.”

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* MadeOfExplodium: A notable weakness in configuration A is the two tons of [=AC/20=] ammo stored in the central torso right next to the engine.engine, leaving CASE unable to help with damage control. The sheer density of volatile material transforms “risky” critical hits into “instant death.”

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